linkman2004's Forum Posts

  • Blah, thanks for pointing that out.

  • Thanks, guys.

    Well, I gave this thread a lot longer than I said I would, so it's time to end it. The new thread can be found here:

    [PLUGIN] Sprite Button(In: Completed addons)

    Any comments, questions, or feature requests should be made there.

    RIP Original Sprite Button Thread - November 2009 to February 2010

  • Sprite Button Plugin - v0.9b

    Download Now(with example) - 132KB

    Description:

    This plugin allows you to quickly and easily create your own custom buttons with custom graphics and text. Four types of buttons are supported: Normal, two-state, check-box, and radio buttons. A full feature list is found below.

    Features:

    • Custom graphics - This plugin allows you to customize the graphics for your button. Three images are needed for a complete button: Normal, hover, and clicked states. You can also create an icon to place on the button and it's position/alignment. All images are edited through the "Images" section in the "Properties" pane.
    • Custom text - Text can be placed on the button. The look of the text is fully editable, including features to: Set font, font size, italics, bold, color, position, and offset.
    • Radio buttons - It is possible with this plugin to not only make radio buttons, but also to support multiple groups of radio buttons. Only one radio button in a specific group -- specified under the "Identification" section in the "Properties" pane -- can be activated at one time.
    • Easy identification - This plugin also supports easy identification of individual buttons. Each button can be placed in a group and provided with a unique identifier -- all set under the "Identification" section in the "Properties" pane. This allows you to easily reuse the graphics for your buttons by creating multiple copies of the main button while having them maintain a degree of separateness. Separate buttons of the same type can be accessed through their identifiers using the "Button clicked by ID" and "Button ticked by ID" conditions.

    The above ZIP file contains the plugin and a helpful example file showing the basics of how the plugin works, including working examples of radio, check-box, and normal style buttons

    Be sure to leave any feedback/bug reports/questions in the comments below.

    Enjoy.

  • Done(for the most part).

    You can supply margins which dictate when the camera scrolls now, but the camera won't center on the object upon scrolling, and I'm not sure at this point if that will make it in.

    As it is, the code for this plugin is crap since I was still new to programming at the time. Adding a feature like that just adds more complexity to an already unstable mess. I'll see what can be done, though.

  • Time for another update!

    Advanced Camera Plugin - v0.91b

    Download Now(with example) - 149KB

    LINK REMOVED UNTIL PLUGIN IS FIXED

    Additions/Fixes/Changes:

    [ADD] - When setting a camera to follow an object with the "Follow Object" action, you can specify margins which create an invisible box around the object being followed. The camera won't scroll until the followed object passes beyond these invisible borders. All margin values are relative to the center of the screen. Margins are only available when following one object.

    [ADD] - "Set Margins" action. This sets the margins for the aforementioned invisible box.

    [CHANGE] - I switched all of the internal values that people never see to double-precision floating-point values. While this probably won't have a noticeable impact, it provides theoretical speed increases.

    NOTE: This adds four parameters to the "Follow object" action, meaning any instances of this action will have non-existent values for these parameters until values are added. Everything should work fine, but to be on the safe side, edit any instances of this action and click "Finish". This will assign default values to these four parameters.

    And there it is. As usual, leave any comments, feature requests, or bug reports here.

    Have fun.

  • I could probably pull something like this together in around a day, so I'll probably take a crack at it. Not immediately, though, as I've got more important plugin related things I need to finish up at the moment.

  • Maybe I just don't understand what you're trying to get at. Do you want there to be multiple ticks per frame? What exactly is so inaccurate about 60 ticks per second unless you have incredibly fast moving objects?

  • Thanks, guys! I'll do my best to mete out copious amounts of the delicious treat known as justice.

    You know, within reason.

  • Sounds like something useful I could add to the Advanced Camera plugin. I'll see if I can get around to that.

  • Yeah, sorry about that. Here's an updated link:

    Accurate High Speed Collision Checks

    I also changed the link in the uploads forum in case anybody stumbles upon that again.

    Also, I just thought of a way to turn the ideas I had concerning this into a behavior. We'll see what comes of that.

  • Also I guess somebody should mention that an addition to the sine behavior probably wont happen, since z(currently) is a sprite object dimension. It is the only object set up for it.

    Not that you couldn't fake it for other objects.

    The SDK allows you to set the Z-elevation of any object, but it's up to the plugin developer to actually draw the objects with Z-elevation. Since the sprite is the object most commonly used with this behavior, it would be a helpful feature addition.

  • I'm not sure exactly what it's supposed to do, but I can tell you that checking for collisions 10000 times per frame isn't necessary since your sprites aren't moving anywhere in those loops.

    I think for most things 60 FPS is good enough for collision detection, but if you really need more than that I made an example a while ago that provides a method for highly accurate collision checks.

    Accurate High Speed Collision Checks

    Keep in mind that you have to make your own event based movement engines for this to work properly. While writing this post I thought of some ideas where you could apply this to the built in behaviors, so I'll see if I can work something out there.

  • The only way would be to use the binary object, but you have to load an external file for that.

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  • ClientX returns the position of your game frame relative to the screen while the X position of the window is the position of the window from the top left including the title bar and border.

    I suggest that you post a CAP file that we can take a look out so we can help with your problem.

  • You can use the Window object to get the position of the window and position the mouse accordingly.

    Example

    This positions the mouse to a randomly picked box. You'll probably have to add some things to account for screen scrolling -- if you need it -- but it shouldn't be to difficult.