lucid's Forum Posts

  • construct supports python scripting, and you can write plugins in c++ using the sdk. i personally plan to start my big project in the near future regardless, but as an example, soldjahboy's tonks project stopped working with this latest version of construct. a few things i would advise is turn on automatic backups, and make sure to back up frequently and incrementally(mygame.cap, mygame1.cap). 98.9 is stable, so if that has the features you need start there, but yeah, if its a large project the safe bet would be to focus on testing stuff now, to see whether or not your game logic works, how graphical effects will look etc. by the time youre done testing all your game mechanics you should have a better idea about whether you want to trust the unstable versions or not

  • welcome to construct, kingkibble

    just a quick comment on the graphics card, check with someone you know, if you're not sure what will fit on your motherboard, but if you look here, you'll see there are directx9 capable cards for as low as $25. you won't be playing crysis on them, buy honestly, if you can't run the tutorials it will be hard to learn much(because of your hardware limitations). the tutorials are about as basic as you can get, as far as the graphics power needed:

    http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&N=2010380048%201068609623&bop=And&ActiveSearchResult=True&Order=PRICE

  • I think it would be CRunObject* type, link

  • whoa, you're double awesome today ashley!

    question

    so plugins made with this will not work in 98 construct, right?

  • thanks ash, you rock

    I was totally lost in the sprite collision test vector iteration Sol modification code

    now I can finish the rest of this plugin, and I'll have time to read my c++ pdfs

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  • I know you don't have time to teach me c++, ash

    but honestly, I just need to get around this so I can get the other bitmap text stuff done on my weekend

    I'll be learning about vectors on a later date,

    but I just need to destroy all instances, so if anyone, ashley or otherwise

    wants to help me out with

    GetTypeInstances(CRunObjType* pType,  CRunObject**& instancesList, int& count)[/code:27394pvf]
    I'm pretty much lost on the whole thing
    I get that I need to pass it a pointer to a pointer to a CRunObject, but I'm really just shooting in the dark reading through the sprite plugin, and trying to speed learn vectors
    
    given pType, and an int named count
    how do I set up a loop iterating through all the instances?
  • given CRunObjType* pMyType,

    how can I destroy all instances of pMyType?

    assuming that no picking of any kind has been done

  • lolrll@the shiva site having a 3d construct logo on the top left, in construct green at that

  • im vieweing this page from a cel phone, so i cant see your cap to answer the other questions, but making new 180 degree animations isnt necessary. just setting the height or width to a negative mirrors it, so you can set height to -1*sprite.height and it should look right going to the left:)

  • sorry guys

    I apologize for the non-beta version yet

    my power was out most of Wednesday evening, so I'm a day behind

    on a side note, if anyone knows a good source to find alot of bitmapped font sets (like the fontsheets in the original post or this:

    <img src="http://images.clipartof.com/small/31589-Clipart-Illustration-Of-A-Font-Set-Of-Blue-Starry-Patterned-Letters-Numbers-And-Punctuation.jpg">

    for the initial exe demo, it would be very helpful and cool of you

    or if you just knew what these (lettering sheets) are called, cuz google images doesn't seem to agree with me on anything I've thought of so far

    here's a little eye 'candy'( ) though, so you know I'm not just slacking

    don't blame the plugin for the wrongly cutup letters though, that was my fault

    in a hurry... gotta leave for work:

    http://files.getdropbox.com/u/1013446/New%20Folder/CustomKeys/New%20folder/mousex.exe

    edit->edit:: k, now everything works fine in the above test exe, thanks to ashley's awesomeness

  • [quote:ll8q733i]Once that is figured out, would I have to use scripting to change the acceleration

    value of my object?

    what object?

    I thought you destroyed it?

  • i was going to use the distort map for letters that were partially cut off by the edge of the text box as they scrolled into and out of view

    thanks for the info about the bounding boxes.

    i was asking just to make sure im following sdk conventions:),

    and as far as macros, after explaining how they worked, david told me about your and general c++ dev community's (but especially your ) opinion on macros. i don't intend to use them, intellisense seems to work much better with functions and constants than macros anyway

  • alpha build screens:

    <img src="http://files.getdropbox.com/u/1013446/New%20Folder/CustomKeys/CustomAlpha1.PNG">

    <img src="http://files.getdropbox.com/u/1013446/New%20Folder/CustomKeys/CustomAlpha2.PNG">

    amazingly, i made this entire 3 character font set in the construct sprite editor in just a few seconds.

    as far as the plugin goes, the hardest part is done. the rest is just to make it more flexible and powerful.

    hopefully tommorow(thurs) night i will have the beta build for whoever wants to test it

  • I'm probably only bringing up old news, as I just downloaded 99.3

    and when I rotate sprites in the editor at

    certain angles (from sprite starting position, anything past - 45 to -180)

    it falls out of it's bounding box

    it doesn't seem to affect the runtime

    only in the editor

    <img src="http://files.getdropbox.com/u/1013446/New%20Folder/CustomKeys/Capture11.PNG">

  • thanks ash

    1. Eh, it'd be difficult, you'd need changes to the Sprite object really. What do you want to do?

    two things, first for the bitmapped text object (sprite lettering), I was hoping to let the user setup up a text box, so the text display would be limited to a rotatable box,

    like a traditional text box, if the text was longer than fit into the box it could be partially obscured or not visible, and then they could scroll text across to bring it into and out of visibility like a scrolling marquee

    the second was for my personal plugin project, I wanted to be able to setup complex distort map functions that constantly update sprites. I suppose it's possible to do with events, by having the plugin have distortion specific expressions, and then "always" - set distortion to those expressions, but that's a little messier than the way the rest of the plugin works,

    and as far as the first usage, (with the scrolling text box), that plugin is for widespread use, and I'd prefer not to make the user have to take extra steps to make the plugin do what it's supposed to.

    [quote:28kdgq8t]

    2. There is no "left corner". Do you mean the top left corner or bottom left corner?

    yeah, I meant to type top left

    [quote:28kdgq8t]

    Of the sprite box or the bounding box?

    I don't think I know the difference

    [quote:28kdgq8t]

    What's wrong with the code you posted anyway?

    nothing, but if there was a function that returned the topleft corner, I would rather do that