dkdoom's Forum Posts

  • careful now!

    small steps => small victories & small failures => continuous motivation!

    that said: my first idea would be to implement tags using a private variable and the Find() system expression to check wether a tag is present. when i tried that, it turned out okay, but it appears there are some bugs (the condition that checks for a tag evaluates inverse truth).

    (edit: it only evaluates inverse when picking families, so the bug is pretty specific there...)

  • although you already said that you're really looking for procedural generation (which you could do with events), here's a link to the vvvv shader page which contains a fractal shader (ClassicFractals.fx).

  • edit nvr mind

    don't say that! other people might like to know, too :)

  • hm, this is the second time i find something important hidden behind a right-click at the right spot ...

    i don't know if this is random or intentional reoccurance, but it would certainly be great to document it somewhere :)

  • off topic, but how did you manage to put an expression into the 'set color filter' action? it defaults to a colorpicker ...

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  • sooo... will we get outline-free comments? :P

  • thank you very much for these important hints!

    seems i have a few pages of forum material to catch up with :)

    p.s. you rock! :)

  • i'm trying to achieve the following scenario: a number of circles are drifting towards the center of the screen. if any of the circles overlaps another circle, they get pushed away from one another (so that no two circles overlap). the effect should (in the end) be similar to this.

    i am having a hard time getting construct to pick the right objects and generally do as it is told. i have almost gotten it to work, but the event sheet looks horribly wrong; some 'pick by evaluate' conditions appear to not evaluate unless preposed with a 'for each' loop & other such nuisance, and the entire thing runs at 7fps when started.

    maybe somebody already did something like that (overlapping of same object type) and has the clever solution, or would like to point out the principal error in my approach?

  • ah, i see. thanks!

  • When putting a 'For Each Oject' loop as a subevent into an event that does some object picking, the loop only iterates through the picked objects. Is that the way it is supposed to work, or a bug?

    example: the following only ever fades the object spawned last

    + Every X Milliseconds
        -> Create Object A
        + For Each Object A
            -> Subtract 1 from 'Fade'
            -> Set Opacity to 'Fade'
    [/code:mqe5tw03]
    
    it works as desired when the spawning / picking is put into a subevent:
    [code:mqe5tw03]
    + Every X Milliseconds
        + Trigger once
            -> Create Object A
        + For Each Object A
            -> Subtract 1 from 'Fade'
            -> Set Opacity to 'Fade'
    [/code:mqe5tw03]
  • it would be nice if the resource bar could get a page, even though it is not really complex yet; a complete interface documentation is always nice for newbies.

    after that, you could pick two or three objects like the list, imagelist, listbox etc. whose use is not that apparent to newbies (like me) - it is rather hard to figure out what (and how) exactly they are doing by looking at their conditions & actions. maybe some of these objects are similar to one another, so that a doc page for one of them already helps figuring out the other ones (and you don't have to exhaust yourself in writing docs ;).

    apart from those strange gui-mechanic-objects (that is actually a guess at what they do) like imagelist etc there is also the question on reading/writing files, since every object that can do that seems to do it differently ...

  • it admittedly lacks flashing, but:

    <img src="http://www.philippdikmann.de/events3.jpg">

  • my professional opinion is that the lines help discerning between events, too. but in case of the comments, they are competing too hard with the text. i would favor if the comments had no outlines:

    mockup a

    the outlines for the events/conditions are not that harmful, because there is more room between text and outline; and the framing of the actions by the backdrop works fine, too.

    if you were to drop all outlines, i figure you'd have to change the pastel color scheme and improve contrast to properly identify the events:

    mockup b

    since this could possibly darken the mood of the event sheet and also impact its readability, i'd rather you do otherwise :)

  • it would be very much appreciated and complement the existing input methods. since i have no clue about the implementation, would that be a realistic expectation to have for the new year :) ?

  • sweet idea! looking forward for the finished game :)