greyspot's Forum Posts

  • Very cool. I PLAN to use this!

  • So happy to see advances on CC. Thanks for all the hard work Lucid! I feared CC was long gone...

    CC is about feature-complete. The only thing left to do now is clean up the GAZILLION tiny bugs that hide in every corner! After that, the main features people are requesting are ones that require a huge slot of time and potential rewriting (OpenGL, Portability, etc).

    I'd still like better non-DX9 program support. A lot of things just don't work too well, on top of not being available, when using CC to make general-use programs (standard controls and manipulating them, for one).

    Anyhow, just as everyone else says, wish I could help, but I have a lot going on, aside from knowing the little bit of outdated C++ I learned in highschool.

    Thanks for all of your hard work!

    I love CC for its open-sourcedness. That's why I came and got involved! Seems that since the source was handed to the community, progress has ground to a halt though :(

    The next runner-up to CC is GameDevelop, which is free but not open source. It's good, and has a few things I wish CC had, but CC still blows it away. The main areas where CC needs some TLC are fixing bugs (Lots of them, and many little annoyances. Things that should work, don't.), half-baked or missing features (screensaver check box, anyone?) and portability (Which is unlikely to happen, ever. CC was made, pretty much, for DX9 only.).

    I still love CC, but I'm somewhat afraid to go on with it with the chance that the project may become dead sooner than later (or as I see it anyways). The main hindrance to CC going forward is, seeing that it was made by still-learning college students, that it is clunky and not very flexible (outside of plugins, I mean).

    Love to help, but I haven't done any C++ since highschool (and that was just baby-step-C++), nor do I have the time (which adds me to the list of people that have critique but no real intent to help). Oh well, complain about free stuff why don't I?

    Construct Classic, please don't be dead! We love you!

  • Very cool. Thanks for sharing!

  • you would need to run your program through CMD to get any use from this right? i'm just intrigued as to when exactly you would use this! any clarification would be great.

    The most common use I see for this is being able to set file type associations with a program you make in Construct. Your program will open with the path to the file you clicked in it's arguments regardless, but without this plugin, you couldn't really make any use of it. Your program would execute without any idea of the file you tried to open.

    You could also set a few extra option when running from, yes, a command prompt or from editing the path of a shortcut.

  • "I hadn't even thought to check that. :P I'll see about fixing that at some point."

    Any progress on checking the private variable on buttons? I was needing this just the other day! I can always do a sloppy workaround, but It's always more satisfying to just do things right :D

    Love your plugin! Just wish there was some ability to use the system-style buttons. I want it to look like a regular Windows control, regardless of what system or theme is running, but the regular button plugin is way too limited.

  • Awesome. I had fun with this.

  • Already been there and done that I'm afraid, I'm almost positive it's the wait object throwing off the picking. I'm thinking of maybe having a private variable for the object that acts as a count down timer instead. More work for me but hopefully less buggy.

    Yes. I submitted a bug report a while back for that. The wait command messes up picking.

    edit:

    I know the comment is 3 months old, but I found a typo...

  • Oh happy day! Thank you sir, I really needed this :D

    All I had to do to get a new version was ask? You got a Construct Classic 1.3 laying around anywhere? Zing!

    EDIT:

    The plugin is ridiculously simple to use, now that it works :D

    Never the less, every good plugin needs an example. Voila!

    Drag any file onto the COMPILED caps icon and it will show you the path. If you just run a preview from Construct, you will get "NULL" because there were no arguments passed to the program.

    http://dl.dropbox.com/u/5530592/Path%20Finder.cap

    Easy as pie! This should keep me occupied for a while...

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  • Trying to pass a file path to my program. Having trouble figuring out what is going wrong on something so simple. Even using the Start Arguments I am having trouble retrieving values. Arg 1 does not seem to give me anything, but arg 2 and onward work fine? Any help from anyone else that uses this?

    I wish this came with an example :/

    That would probably help me solve my problem!

    EDIT:

    I believe I found the bug. It seems that I can't read from argument 1 no matter what. I can set several arguments in the test field and I can read all but argument 1. If I only have one argument, the program reports that there is, in fact, one argument, but I can't read it with the plugin. That's a pain. I figured I would leave one argument in the testing field and export the program as a workaround, but of course, all arguments set in the testing field are added AFTER the actual argument I want to push (a drag and drop file onto the exe to get the path). so setting argument "-test" in the test field becomes argument 2 when you actually run the program with a command line argument. Makes this plugin virtually unusable in its current state.

    Using Construct Classic r1.2

  • I need new undies... It's gorgeous!

    As for copyright laws, I'm not sure. I know the code of CC is open source, and I ASSUME that art assets like the logo can be used in conjunction with that, especially seeing as C2 has a somewhat different logo. I think it should be fine, but Ashley and company would give you a better answer.

  • Wow! Very cool! I wouldn't have thought of this! I may have to steal this for a project some day :D

    Thanks for contributing!

  • Oh wow, haha, well, I'm using the built in platform behaviour, and I really need to get the movement speed, jumping, and sliding right, any suggestions on numbers for those?

    I'm using platform behavior as well. These are as accurate as I could get it. Of course, I handle acceleration with events because there is not option to instantly accelerate with the platform behavior. Which is strange, because I figure that would be a commonly used thing. Unless you want to do everything manually with custom movement (way too much work!), tweaking the platform behavior via events is the way to go. Here are the base values I used. With these settings, he jumps the correct height, moves at the correct speed, and I think falls at the correct speed.

    <img src="http://dl.dropbox.com/u/5530592/SS-2011.06.17-23.13.37.png">

  • The FPS dependent gravity and velocity glitches have been there for a while. And the reason things fall faster in the new version is because the scale of the numbers has been changed. There is a checkbox in the physics properties on the object to use the "legacy physics numbers." That will keep everything the same as it was before.