Lost my Keys's Forum Posts

  • > Basically erase + canvas = worms, lemmings.

    >

    Oh so it's only to be used with canvas? that'd explain why I can't figure it out

    Erase works without it too. Put an object in a layer, then another object with the erase effect on top of it and it'll erase what's beneath.

    Example

    Uses the same brightness controls the amount, that a few other effects use. (oooh faded fog effects hehe)

  • I'm seeing a lot of posts about this kind of thing lately.. or are they all from you?

    Anyway can it do it right now? = No

    Could a plugin be made to do it? = Yes

  • Same for me, also can't figure out erase effect.

    I think they'd be useful... can any kind soul post a simple example .cap showing them?

    This is a quick example of the erase effect (ignore the canvas not working correct, used this as an example for Ashley the other day). Basically erase + canvas = worms, lemmings.

    I'm still having no luck on mask though, sorry :\</p>

  • Perhaps for small tasks like setting up fx. What would be really cool is something like this used to set up timelines, hell why not take advantage of the connection lines, and make a path object out of it.

    Hmm, spline based paths and keyframing. What a lovely Christmas present that would make, *smiles at the devs hopefully*

  • Agreed too, while it can look purdy sometimes. I really don't need yet another program that looks like this once you start delving into things.

    <img src="http://steamgauge.com/misc/construct/annoying.jpg">

    It makes my head hurt, lol.

    Though I admit for simple things it can be useful and easy to understand, but yeah it's painful when it gets to complex stuff.

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  • 1) C2 Construct 2

    2) C2

    3) C2

    4) Sprite animation (Load frames)

    5) Sprite animation (As in how do you do that with?)

    6) Vertex Object... and several new behaviors.

    7) Yeah pay to play, see 4)

    Zip's and appath& is your friend, probably have to see some big projects before thats done.

    4 ) Not an option. Think of a background animation, or intro movie of any substance. A few meg in size for a video including it's audio, but hundreds of meg in single frames if done as a sprite. Trust me on this (blah always said I'd never say "trust me on this" on the internet! lol) but I did do a test in one of those 3D background threads, showing how to get any kind of 3D into the background for those bullet hell games, if the player could be placed behind the action and lose the controls. I think you even replied to a request about it saying it's been asked before, plus the avi loader uses a method which can't be placed behind anything, or something like that. So using a sprite that way isn't an option, but some kind of controless positionable loader would be. Hence the bink suggestion, it'll play on anyones machine regardless what codecs they have setup. I'm sure there's an open source version of a bink video type thing that could be used freely.

    5 ) Noo, the bounding polygon mode, like bounding box only you can pick the shape, and without using per pixel (which in some cases works TOO well, lol).

    8 ) Well it should probably be removed then if it's not going to be fixed for v1, a broken feature doesn't look good.

    > What do you mean being emitter only?

    >

    It'd be wicked for weather effects where you have particle rain, and simulated wind to blow it (and other particles, such as smoke) at the same time.

    That's what I had in mind (was playing around making all kinds of snowy effects hehe), it would greatly increase what they're capable of, with little to no impact on using them. I wonder too what would happen if you could use a force controlled by a sine wave of so on too, all within the realms of possibility. I'm normally not a fan of particles in general and prefer to fake them, but I can see something like this having tons of use.

    I'm thinking perhaps the following, each one with options for circle of influence, strength, family etc. and so on

    Force - basically this would be the usual gravity force, turn off it's circle of influence so it effects every particle in a layout, set it to X pixels a second in the direction it's facing and you've got general gravity. Make another with a circle of influence, a much higher pull and you've got an attractor (line em up, you've got a way to control the path of the particles), or a negative force and a way to push particles away (forcefield anyone?)

    Wind - This could have the usual wind effects, turbulence (mixes up speed and direction as the particle passes through it), vortex (spins them around it's center), directional (similar to force but with optional added turbulence). Events could be used to control gusts of wind and so on.

    Kill - Just a simple one where any particle entering it's influence would be killed. Could have both a box and circle of influence options. Use something like this to fake water droplets hitting the ground, perhaps with events a way to respawn a short lived emitter on the death of each particle, for a little splash effect, or secondary explosion.

  • Hi, I jut noticed the "text to speak" icon and began thinking.

    But before I think way too hard and get kind of excited, I thought I should find out a few things...

    By using this "text to speach" thing...will you hear a text file being read?

    Can you extract the text file from storage on the computer whilst program is running?

    Yes.

    [quote:2n4hkqzz]Also...does Construct have recognition of live audio? eg: a mic plugged into the computer...when audio is heard, and action can be triggered?

    Thanx in advance.

    No, not to my knowledge, but anyone capable of writing a plugin could probably make one?

  • What do you mean being emitter only?

    Similar to how it is now, only gravity and so on removed and made into it's own object. While the emitter does nothing but emit particles, with age, fading as it is.

    That way the separate gravity object could be linked to any or all emitters, could have a circle of influence, so on and so forth, allowing for more control of the particles.

    Same could then be done with other force objects such as wind, turbulence, vortex. Those too could be used with specific particles (or families of particles) or all in a scene, or only particles within their circle of influence.

    It would give a lot of control, and since it's not expecting anything fancy like you'd find in 3D particle systems (no collisions for example, or intelligent particles) it wouldn't be anymore taxing on the system as the current particles are. Just give more control.

    As for Bink video, that's a shame, didn't think you needed a license just to have something that could run it, thought the license was only required to actually put it into a program and use the SDK. Oh well.

  • >

    > > (...)

    > > Lost My Keys, thanks (even more) for replying thrice and supplying a .cap. Unfortunately I can't open the cap. Error message: abnormal program termination.

    > >

    >

    > Hmm, sounds like there's something up with your install if it's giving errors using the timer and wont run this cap, or it's an older version?

    >

    I'm using v0.99.62.

    I'll install Construct again, just in case.

    Yeah I'm using the latest version, that's why it didn't load the cap. But I dunno why your timer gave you the error.

  • Aphex, thanks a lot for your sollution, which was the simplicity I was looking for.

    I didn't know sprite.count was possible...

    Lost My Keys, thanks (even more) for replying thrice and supplying a .cap. Unfortunately I can't open the cap. Error message: abnormal program termination.

    Hmm, sounds like there's something up with your install if it's giving errors using the timer and wont run this cap, or it's an older version?

  • >

    > The behavior timer. Make a sprite, add the timer behavior, create an event, lets say, start of layout. Select the sprite and then timer, create a timer and setup your options (it has repeat if you need it too) and then another event for on timer, and use that to create your object. It should work and do what you're wanting to do.

    >

    I followed your instruction, but it gives an error. I did:

    start layout: start timer "Timer" with length 1500, don't repeat, don't destroy.

    (I've tried here also "repeat" and "destroy").

    Event:

    On timer "Timer"

    > create sprite at x, y

    Download: cap

    Works for me, try that see if it works your end.

  • > Use a timer? attach it to something hidden, that might work.

    >

    By "timer", do you mean the object "profiler"? Or the System condition "compare time"?

    I don't understand, I think.

    The behavior timer. Make a sprite, add the timer behavior, create an event, lets say, start of layout. Select the sprite and then timer, create a timer and setup your options (it has repeat if you need it too) and then another event for on timer, and use that to create your object. It should work and do what you're wanting to do.

  • Use a timer? attach it to something hidden, that might work.

  • > So making a canvas of only 8x8 and stretching it to fill the entire display works great! Doesn't effect the quality at all, but runs much faster and uses barely any extra VRAM!

    >

    Sort of - a canvas always uses as much VRAM as the size of the canvas itself - it's needed for pixel by pixel processing on the canvas. You are saving the VRAM of the source texture that way, but don't think you're getting all that for free! I said before, I recommend you don't make canvases larger than the size of the window.

    Awww

  • I don't normally like suggesting improvements to something I couldn't make myself, but I'll give it a shot.

    1 ) Change the UI to resemble system based UI's. Something more familiar.

    2 ) Reordering effects. Sometimes you might want to see how a group of effects look if their order is different, currently you have to remove them and start again. I don't know how easy something like that would be to do though (or if it's even possible).

    3 ) Layout display. At the moment you can scroll pretty far to the right of a layouts size. But there's a greater limit to how far to the left you can scroll.

    4 ) A way to run video without the controls visible (I know, I've asked and others have asked for this before, but figured I'd mention it again, but in the right place this time, heh).

    5 ) Custom bounding box for regular objects in a similar way that custom ones can be created for physic based objects.

    6 ) Particles being emitter only, and extra objects added such as forces (gravity, wind, turbulence, vortex etc.) which could work on a family basis, allowing you to limit them to some or all emitters.

    7 ) A Bink Video object, because it's great and very useful.

    8 ) Installer, I know it's there but currently not working, when it's working it would be nice if you could select and reorder a list of files and other installers which need to be run and when. So for those who want to keep files separate they can set it up for where the files should go, and any extra installers required to make sure everything can run), this might be how it's going to work anyway so ignore this if that's the case.

    I can't think of anything else!