lucid's Forum Posts

  • windows controls will always appear on top, solution: don't use them they're glitchy crap anyways

    yeah, pretty much. there's so many problems with windows controls it's insane.

  • me 3

  • It's too bad that one can't release an Application-controlled Control... oh well.

    what do you mean?

  • sci

    basically, you still do everything the same way

    it's just that the Actions Conditions and Expressions are in a different order

    so when you load caps made with the older version they load the wrong actions and conditions

    or it just crashes

    I definitely need to go back and remake those caps

    but all the syntax is still valid

    if you're interested in trying the caps in the meantime

    the original post has the older version of s that still works with the caps for download

    then when you get to the level editor tut, or start working on your own you can download the new version again

    also, feel free to ask specifics on your inventory thing if you run into trouble, and I'll be glad to help

    it'll also help me figure out which things are most confusing and rework or tutorialize those features.

  • cool thing about construct is,

    often times, you can translate your thoughts pretty directly to events:

    since there is no On Control Released condition (there might be one in the Custom Controls plugin, I don't remember), I'll be using 'left mouse button' instead of "fire" in this example:

    we are going to assume that 'power' starts at 175 when you start holding the button:

    <img src="http://dl.getdropbox.com/u/1013446/s/powerpro/1.PNG">

    I want, while the "Fire" control is held down and 'Power' is below 700, to increase the Power in increments of 175 every 200 milliseconds.

    <img src="http://dl.getdropbox.com/u/1013446/s/powerpro/2.PNG">

    Once the "Fire" control is released, the projectile is shot at the speed of 'Power' pixels per second.

    <img src="http://dl.getdropbox.com/u/1013446/s/powerpro/3.PNG">

    altogether:

    <img src="http://dl.getdropbox.com/u/1013446/s/powerpro/all.PNG">

  • Really? I thought David was working on/had completed something to do with picking integration in Python. He's Mr. Python though, so would have to comment himself.

    yup. exciting times.

    i guess if davids done it, there'll be something to hold over until then. there isnt much extra you have to do to the python with s. so it wont be any trouble to start some scripts the 's' way, and then continue the project with the integrated python.

    also, for anyone whos wondering. you dont need to learn 's, to use the python. the python stuff does not depend on any of the other functions

  • i thought ini's were viewable in a txt editor.

    i'm not sure about the binary object

    it has a little bit of a learning curve, but the 's' plugin let's you store any type of data, and saving it to an encrypted file is just one action.

  • Hey again everyone. Thank you everyone who's been testing and giving feedback.

    I have to wake up in 3 hours, so I'll keep this brief.

    The main reason (from what I can gather) that python is "broken" is because it doesn't work with the picking system. Anything you do to an object is done to the first instance of that object type, regardless of what object or objects are picked. So, basically, picking doesn't work. And picking is central to what makes construct awesome.

    I'll go into greater detail tomorrow. But for now, yes, there are new functions in 's' that "fix" python. And it will now be usable with the SOL picking system.

    Stay tuned!

  • :: No rendering to texture

    :: No full-screen post processing effects

    :: No real-time shadows

    osh garnet

    I'll read more on this later.

    but how does this work, do you make the entire game with a scripting language, or does it interface with other languages, like c++?

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  • wow I heard about construct the exact same way.

    so does this mean your avatar isn't a photograph?

  • just an experiment with some of the math stuff that's coming in the next version of 's'

    drag and drop ship parts

    hold right mouse button to drive the ship

    8 events(not including subevents)

    with loading and saving it'd be 12 events.

    http://dl.getdropbox.com/u/1013446/s/shipbuilder.exe

    <img src="http://dl.getdropbox.com/u/1013446/s/shipbuilder.PNG">

    <img src="http://dl.getdropbox.com/u/1013446/s/ship2.PNG">

    <img src="http://dl.getdropbox.com/u/1013446/s/ship3.PNG">

    <img src="http://dl.getdropbox.com/u/1013446/s/ship4.PNG">

  • I have no way of knowing if this is the problem

    just an idea to try

    but for those having the problem

    see in your graphics card settings if it's overwriting the application settings for anisotropic filtering

  • here's how you do it.

    http://dl.getdropbox.com/u/1013446/s/hellodrag.cap

    I know it crude, and it lags slightly behind.

    but it works

    the lagging thing won't happen with the next thing. I might be able to unlag this one as well

    it could take a little time though

    I'm really deep into some s stuff at the moment

  • i can't find it

    info.h, and info.w are for the current height width

    how about the original sprites height, and width

  • wow

    I can't believe I forgot the Set Position action

    for now you can Attach to Object, and then move the object