lucid's Forum Posts

  • We'll make Construct 2 with OpenGL, but we're not going to change Construct 0.x yet.

    whoa really?

    no dx at all? or just an alternative renderer?

  • those looking for info on the new debugging feature check out the post just before this one

    Kayin:

    k, first problem, is in Start Of Layout, you added "x" to {"save","general"}

    but you never created the super array "general"

    for the remainder of the cap you're doing {"save","general",global('slot'),"x"}

    this will work if you add multiple "general" supers, and you want to access each one

    which now that I think about it is probably what you wanted to do, however,

    in the update to your example posted below, I have one "general" super, with many possible numbers in the "x" array:

    http://dl.dropbox.com/u/1013446/saveexample2.cap

    read up on super templates if you want to use default supers, they work a little different than everything else, and caps should be planned accordingly.

    btw, just for general info's sake, when you attempt to add an array to a super that doesn't exist, it adds it to {""}, I haven't tested it yet, but I believe this error will be caught by the new debugging features.

  • I'm too lazy/busy at the moment to update all the links

    this is the latest version of 's'

    http://dl.dropbox.com/u/1013446/s/sdebug/s.rar

    there are some more added features and bugfixes I won't document at this time

    if you have any questions how to use something new though, please ask, although you may have noticed my answers are getting slower due to my current development/time management situation.

    anywho, the particular reason for making this current update public are the new debugging features.

    3 new actions:

    • set debug text output path.
    • set/add debug text.
    • clear debug text.

    set debug text output path, sets the output path and filename of the debug log. you can set whether or not you want the file to automatically launch the debug file when an error occurs, if you set this to "yes", and your file is a text file, such as "c:\users\you\desktop\debug.txt", this will load the debug file in notepad as the error occurs

    set/add debug text, let's you set your own text to go in the debug file, there is an option to either set the text, which clears all text, and sets it to the string you choose, or append, which will keep the current text, and add the string you choose to it. This is very useful for determining where an error occurs. For instance

    -**Start of Layout**
    ---SET Debug Text to "Start of Layout"
    ---Do whatever
    
    -**On Left Mouse Clicked**
    ---SET Debug Text "Left Mouse Clicked"
    ---Do something
    ---**Mouse is Over Sprite**[/code:3345ha65]
    ------APPEND Debug Text "Mouse over sprite"

    ------Do something else

    if a crash occurs now it is easy to determine in the log where the crash occurs

    Clear Debug Text simply clears the debug text, you usually will not need this, since Set Debug Text will clear it for you.

    's' is extremely stable, and doesn't crash unless there is a user created error. even if I added code to prevent the crashes, it would still mean that you would not achieve the desired result you were looking for, and would require a massive rewrite that would probably reduce the efficiency of the current code.

    as of now the debug does not log errors that are related to trying to access an object that has been destroyed.

    using these new features today, probably saved me a few weeks work from what it would have taken without the new debugging features...

    finally, kayin, sorry for the late reply, I'll take a look at that now

  • is there any way to access any information about the current event

    for instance:

    -Start of Layout

    ---MyAction

    can MyAction access the name of the event "Start of Layout" or any related info at all about the condition?

  • that looks really good kaos

    are you an artist as a hobby, a student, or a professional?

  • You could also try demon tools for turning an image in to a virtual DVD.

    I believe it's Daemon Tools

    I think Demon Tools is used for turning an image into a centerpiece for a satanic ritual

  • It is called (tadaa) "Color Replace", created by lucid, and can be found in this thread:

    http://www.scirra.com/forum/viewtopic.php?f=17&t=4234&hilit=color+replace&start=10

    > Does the shader take into account semi transparencies, or offer a color range?

    >

    No, and no.

    I couldn't make it do the transparencies I believe cuz it had premultiplied alphas or something. Someone who knew more about shaders explained why it didn't work to me

    also, there is another one on that same page for color ranges

    scroll down the page a little bit

    there is one called range tinter

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  • back to the original topic

    to put it another way

    almost no one here knows python

  • maybe this should be moved or duplicated to the Construct Discussion forum as well

    I think there's alot of people who wanted this, but probably don't check construct engineering much since they couldn't really contribute much here without a nonexpress vc

  • >

    > > flash is not and probably never will be properly 3D accelerated.

    > >

    > dx11 supports hardware accelerated vector graphics

    >

    any version of D3D supports accelerated vector graphics,

    nah, it's new. unless we're talking about 2 different things

    I'm talking about 2d circles beziers and geometric primitives, like flash

    they were never hardware accelerated,

    that's why they've always been slow

    Direct2D is new to dx11

    with the proper math which Adobe was never able to produce

    I'm sure adobe is more than capable of making some dx api calls.

    programming the math manually the way they did for flash would be much much tougher

  • [FIX] - Bounding boxes of elevated 3d graphics are calculated correctly.

    WOOOO!

    the z sprites don't disappear anymore

    you guys rock!

  • flash is not and probably never will be properly 3D accelerated.

    dx11 supports hardware accelerated vector graphics

  • lmk

    just lets you see construct users who are playing on steam

  • Hi Lucid,

    I'm trying to work again with S on this inventory thing. Here is the general idea.

    The player has X number of equipped item slots (3 in this case) and a large area where inventory items can be kept (bag or case). When the player goes around and touched an item it is added to the case. If the player then switches to inventory mode they will see all of the items they have touched in the bag. They then have the option to equip and unequip items. When they equip an item the icon for that item displays in the equipped slot.

    Of course, this could also relate back to the player. If they have certain items equipped then they could have those actually spawned with them (like a knife vs sword) or a magic spell.

    Ok, that is the main idea. I've attached a .cap with a really rough implementation that is just really bad and doesn't work well. It crashes unless I switch to inventory mode before having the player run over the item. I completely do not understand that crash. It also doesn't work if more than one item is in the family. I thought one of your example used just the object kinda like what I am doing here (even though the family is specified). I clearly do not understand S right now.

    Also, unrelated to S do you know a way to "pick object by name". For example, if the global var # of equipped is 0 I would like the equipped0 panel to display using something like (object name = "equipped&global("equipped").

    Here is the .cap:

    http://www.box.net/shared/g3sf71mjl2

    Thanks for any feedback.

    sorry for the slow reply

    here:

    http://dl.dropbox.com/u/1013446/inv2.cap

    the most important thing to remember when dealing with objs and objtypes is to recognize and remember the differences

    it's definitely a little strange at first, because in construct you normally never have to think of the differences. The idea of S is to give you some of the same abilities you have when making a plugin in c++.

    so if you want to remember what "kind" of object, that's an object type

    you can create and object of an objecttype, or select objects of an objecttype, or even check if an object is of an objecttype

    if you want to remember an actual object, that's object

    objects are things on the screen, that can be moved around, destroyed, have behaviors on them, etc.

    when you put the objects in the array, then you destroyed the objects, the array was remembering objects that were no longer there. To avoid this, when destroying objects inside an array, use the delete object action. This allows you to destroy the object and delete it in one step

    for in an inventory, however, where you don't want the object on the screen, you just want to remember what type of object it is, that's an objecttype. please try the example, and let me know if you have any more questions.

    one of the things I hope to eventually add to 's' is a debugging feature, where instead of crashing, there can be an "on error" condition, and a "geterror" expression, so you can set a textbox to the error, and see why it's happening. should make it easier to learn, and to find mistakes. that's a little further down the line though.

  • thank you deadeye

    to be honest. Unfortunately, I still don't have any idea when I'll be able to fix this.

    but I'm going to be rewriting the spritefont plugin, from the ground up

    I'll have a look over the original one, and see if it's not possible to actually make caps compatible, but also, it's probably a good time to make suggestions for the new version. I think there may have been some confusion over how to use this one, which is probably mostly the lack of documentation. sorry guys. if there are ways to make it more convenient or easy to understand, let me know. Also, I plan to still use sprite frames for individual characters, but if someone has a better idea that doesn't involve making an automatic tile splitter, or mesh distorter, I'm open to suggestions.

    I apologize for the indefinite delay.

    but the truth is, I've searched for the source of the random glitches. alot. that was my first major program beyond a beginner tutorial, it's pretty ugly. it will be quicker to start from scratch.

    I understand some people may have important projects that were depending on this plugin to eventually work. The best assurance I can give is, I will be needing a reliable and easy to use version for my personal project, which I plan for commercial release. When I'm done with basic game and interface mechanics, I will be working on spritefont full force.