lucid's Forum Posts

  • Awesome, as always Lucid!

    It reminds me of Ubiart, which is great.

    Keep it up, can't wait to try it

    yeah, this was an idea I've had for a while, seeing how good ubiart looked in action was part of the inspiration to take it all the way

    So you can copy texture chunks from the backdrop onto morphable polygons and keyframe them with tweening? Looks really awesome.

    as I'll show in the next vid, it isn't just like a background image, you can take any number of images, and stretch them or rotate them, and place them, and then rip em out for bone skinning, multiple skins per bone permitted as well, as well as multiple frames per skin. The code is already mostly there, adding some more UI to be able to use it is what I'm working on at the moment. and if you remember all the procedural animation generation and blending I've always started on or talked about, that stuff is in there as well but I finally figured out how to tie it all together in one generalized easy to work with way.

    damn good work man XD you gonna go into commercial games?

    I sure hope so finishing this project is my first step toward that goal. Then I'm going to make some tech demos, then a level editor that's similarly flexible and organic, and a few levels of a chapter based game. Then the rest I'm hoping will be history

  • thanks guys

    wait so you want to tell me that you can put this in construct?

    yeah, this is actually created in construct. it's the editor version of the plugin. The files it exports will be loaded by the ingame version, which will be the same thing, but stripped down without the editor features, so it will just play and mix animations with commands like the sprite object has

  • So this is the humble beginnings of the engine I've really wanted to be creating in all my unfinished previous work. I was always trying to rush it, though. This is the culmination of everything I learned in those projects, including not trying to rush anything really ambitious.

    anywho, for now the plan is for it to be an in-house engine that will export characters to c1 and c2... preinterface prealpha:

    Left Click Images to view Videos

    skinning, and basic skin deformation

    newer skin deformation

  • Something else to consider is we're planning a new model for families when we get round to them. Objects will inherit the variables and behaviors from the families they're in. So instead of family variables and behaviors being all-those-in-common, you define them seperately and all objects in the family get them, no questions asked. In this case, you can add a 'Sprite solids' family with a solid behavior, and any object in that family also gets the solid behavior. This way you get both! You can make an object solid either by adding the behavior, or adding to a family you made with a solid behavior.

    With that in mind, does this sound better?

    perfect

  • yeah, if I remember correctly r0j0 indicated the situations it doesn't work with

  • I see what you mean ash, but my only concerns are not having several tabs in the ace dialogue, like if purely attribute behaviors should just take a single tab.

    Another...it just seems like a lot of overhead for a single value. The entire plugin sdk compiled for a boolean, although you can probably afford it most situations still seems a little wasteful

    And I disagree with mipey I think. I mean...what? How would you define a solid object for platform behavior to jump on?

  • I don't know, so you're saying, a character that has platform behavior but acts as a platform for other things too jump on that's destroyed on startup has to have platform behavior, is-a-platform behavior, and destroy on startup behavior?

    Maybe behind the scenes its nicer, but I think these attribute behaviors shouldn't look the same in the editor as regular behaviors. Clutter for the property pane under behaviors and in ace dialogues where you have 3 tabs with only enable/disable on them

  • here ya go:

    http://dl.dropbox.com/u/1013446/math.rar

    I've been meaning to release a math thing for a while, consider this plugin fully working and stable, anything I add from here won't interfere with old caps. I'll probably add 3d math next. this is an easy to make and easy to use thing I'll have no trouble adding to as I work on my current project

    example usage:

    http://dl.dropbox.com/u/1013446/angler.cap

    ps: s has this function but I oopsed it up. I"ll have to fix that later

  • 1. the one posted now is probably going to be the last one ever made for Construct 0.9x

    it is perfectly up to date, and you can use it to make plugins for the current version of construct

    2. the current sdk is only compatible with Visual Studio. The sdk project file is a visual studio project file

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  • <img src="http://dl.dropbox.com/u/1013446/1288394838247.png">

  • hmm

    maybe put all sortable objects in two families

    lets say red and blue

    on start of layout

    sort stuff

    then

    trigger once while true

    red overlaps blue

    sort again?

    ....seems like it might work-

    if you make it sort one particular object on command

    activate it on

    original zindex of overlapped objects in event + and -1

    after the move

    and original zindex of overlapped objects in event + and -1 after move

  • superawesome!

  • In other words, I want to use S like a standard 2d array for the level data,

    edit: just realized tulamide's #2 method was what I was going to say was the closest thing to a 2d array, but

    There's probably an easier way to do what you're thinking, what're you going to use the 2d array for?

  • no, unfortunately.

    Most brightness controls are on the monitor itself, with no software interface. At least not a universal one you can program without proprietary software.

    You could do one of those brightness things, where you tell the player to turn down the brightness until a symbol is barely visible

    but for in game brightness controls, other than like making a big transparent black square over everything I can't think of a way you could do it.

  • yes, it's from My Little Pony: Friendship is Magic.

    and it's hardly a secret DtrQ.

    developed for television by Lauren Faust who is famed for her work on two of Cartoon Network's noted franchises The Powerpuff Girls and Foster's Home for Imaginary Friends, on all of which she worked with their creator and her husband Craig McCracken.

    The animation is the best quality flash animation I've seen period(even helped to inspire me while making my animation engine). The voice acting is universally outstanding. It has characters that actually develop, and have flaws. And it's funny. I have my daughters as an excuse to watch it if I'm ever confronted by the Heterosexual Adult Male Brigade, but honestly, I'd still be unashamedly a fan of the show. If you're a cartoon/animation fan, it's the best thing since Powerpuff Girls. Much closer in spirit to that show btw, than to the original MLP series.

    I was extremely skeptical at first about taking the job. Shows based on girls? toys always left a bad taste in my mouth, even when I was a child. They did not reflect the way I played with my toys. I assigned my ponies and my Strawberry Shortcake dolls distinctive personalities and sent them on epic adventures to save the world. On TV, though, I couldn?t tell one girl character from another and they just had endless tea parties, giggled over nothing and defeated villains by either sharing with them or crying?which miraculously inspired the villain to turn nice. Even to my 7-year-old self, these shows made no sense and couldn?t keep my interest. No wonder the boys at school laughed at my Rainbow Unicorn Trapper Keeper.

    From what I?ve seen since I?ve grown up, little has changed. To look at the quality of most girls? cartoons, it would seem that not one artist really cared about them. Not one designer, not one background painter, not one animator. Some of the more well-meaning, more expensive animated productions for girl audiences may look better, but the female characters have been so homogenized with old-fashioned ?niceness? that they have no flaws and are unrelatable. They are so pretty, polite and perfect; there is no legitimate conflict and nothing exciting ever happens. In short, animated shows for little girls come across as boring. Stupid. Lame.

    This perception, more than anything, is what I am trying to change with My Little Pony.

    apparently, I'm not alone either:

    "Thank you! My goal was to make a show that parents could watch with their daughters without wanting to shoot themselves in the head. It has always been our intention to provide stories that would be entertaining for adults as well as kids (the concept of "all ages" entertainment needs to be resurrected outside of Pixar!!) So extremely excited to see that we are successful. Thanks so, so much!"

    "As well, the series has an unusually large following among adults. The series' growth in popularity in this demographic can be seen in the number of pony-related posts on 4chan's /co/, or comics and cartoon boards, which surpassed 6000 per day on February 25 2011.[7] The series has become a meme, and has many devoted followers who refer to themselves as "Bronies". The series creators, as well as many fan blogs, have acknowledged and encouraged the show's popularity with the older demographic"

    It's at least 20% cooler than anything else out there.

    Oh, and adventure time is awesome, too.