lucid's Forum Posts

  • I'm not sure how hard this would be, but is it possible to just make private variables act like normal object parameters,

    like if you added a private variable hello, to sprite1, like when you double click sprite1,

    the same way theres an action to "see x" or "get x", and "set angle" or "get angle", there would just be a "set hello" and "get hello" under the private variable subsection, it would really speed things up. there are few things in awestruct that make me feel daunted or like I'm in for something tedious. projects where I need alot of private variables are one of them. a drop down list of all functions when you 'call' or 'on function' would also be cool, but for some reason I think that would be more annoying to add to constructs inner workings

    anyone else that would find this incredibly useful?

  • oh sorry

    no I didn't realize

    I wanted to be able to pick from a family

    and destroy that family

  • I've tried countless things with the list objects, but none of them seem to respond to the "on click function"

    so I finally came up with this method, obviously it can be prettier. also it can be made to work with a long array based thingy, and with multiple instances of one text object instead of two separate objects and such, but basically, this seemed like the easiest way to me

    is there an easier way with list objects I'm not seeing?

  • tried that drasa

    that just destroys the last family member that was picked

  • heh

    yeah I just tried it and it indeed didn't work

    and I was about to use that function technique

    yeah, I'll try that

    btw, I can't rightclick delete action

    it's always greyed out

    I have to hit the delete key, which isn't a big deal

    just wondering if it's just me

  • hmmmm

    so does that mean we shouldn't submit it in the feature requests forum

    or we should submit it in both places

    or only submit it there once people think it's cool in here?

    and at aeal5566 completely ignoring this whole post and posting his feature request here

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  • I think when you copy a condition

    and right click on the blank space under all your events

    you should be able to paste it as a new event

    you should also be able to copy/ paste as subevents both for copied events, and copied conditions

  • is there a way to force forgetting of picking without it being a crazy workaround

    like I click on a sprite

    first I want to perform a function on that particular sprite

    then I want to destroy all instances of that sprite

    so in between those two, I want to forget the picking

    is there another way besides, making a subevent for each object?

    actually, I just thought of that subevent for each object thing as I was typing my question

    but might as well ask, is there a straight "forget picking" feature somewhere?

  • hmmm

    I've got an etiquette question for you fine folks.

    I was recently asked to post a cap by one of our awesome construct forum friends

    and I posted an exe instead

    my cap didn't contain anything too important, but I didn't want to set a precedent of cap posting for my current project. I want to eventually post tutorials on some of these techniques when I have time

    and I love it when my fellow forum members post useful caps that show how they did awesome things. but, the thing is, I want this project to go commercial eventually when it's finished. I work a crappy job, and I'd prefer to make awesome games and sell them on steam for a living, and I think I might just be able to make something cool enough for people to want to buy it. I may just be building castles in the sky, but hey, personally, I feel I and others here can, and will do it, eventually.

    because of this, I don't feel comfortable making the whole thing open-source, but I still want to actively participate in the community and actively give and receive help. and post cool alpha build exe's as they come along.

    I felt really pompous and silly saying that I don't want to always share caps as I go through the project. at the same time, it seems only normal not to want to share all your code if you're planning on going commercial. am I just being paranoid? and am I violating some type of developer's forum ethical code of openness?

    your thoughts?

    ps: I love construct

  • awesome. I really didn't want to have to even think about compressions

    thanks rich

  • i see

    thanks ash

    I guess you could make a bigger heightmap to compensate, but that'd just make it even slower

    question, btw, since everything gets decompressed it runtime anyway, does that mean compressing a sprite before loading it into construct will just make it uglier without being more efficient, like if I use jpeg compression on an image, 100x100 pixels, or make it a png 100x100. will it just end up being the same amount of vram at runtime?

  • it's weird that it's called sam, or maybe not so weird

    that was the name of the commodore 64 one

    http://en.wikipedia.org/wiki/Software_Automatic_Mouth

  • first off, thanks deadeye for your awesome tuts

    just as a side note

    the most technically advanced, fun, and just plain awesome platformer I've ever played by far is littlebigplanet for ps3. god that game rocks

  • you dont need to be so protective of your work, after all you did get this idea from a cap i posted.

    no disrespect, but I didn't get the idea from a cap you posted

    I've had it for quite some time, even before I heard of the euphoria engine

    what I did get from the cap you posted, however, was the realization it would be worth trying in construct, so thank you for that

    another thing I got from the cap you posted was from watching the exe itself, not looking through the cap

    but the idea that hips should move based on when the feet intersected the ground and that the motion curve shouldn't be limited to the reach of the limbs, so thanks for that, too

    but perhaps you're right, at least at this point I shouldn't be so protective

    honestly though, as this project progresses, I will be more protective, I eventually plan to sell my finished product

    I don't think it's too crazy not to want it to be open source

    here's the cap for that:

    you may notice some disabled controls, or missing conditions and such, that's because I stripped it down in the end when I realized I'd be starting from scratch, and I just wanted it to be able to prove the walking running thing to me, and how feasible it is

    I didn't even finish making the ground detection, as you'll notice the height of the character changes as the speed does

    did you use beziers to animate it? or something different?, and what do you mean by animation package?

    I used an ellipse. the new version will be two cubic bezier curves, one for the forward motion, one for the back. I want to be able to adjust the animation for a wide variety of scenarios, and I want it to be able to change based not only on terrain, but other outside influences.

    as for the animation package. I originally had controls on the feet to adjust the length, width, and position of the ellipse, and the position of the hips, and the direction the torso was pointing, which made it obvious you could get nice animation for anything from pushing pulling heavy objects, crouch walking, long jumping, creeping, even swimming, just by adjusting those controls. but just to get walking and running to automatically blend based on speed, I had to tweak numbers, run it again, tweak speed conversions, run it again. it would have been faster if I had text on the screen at runtime that told me all the settings as I tweaked them, but still wouldn't be fun to have to enter everything into the program manually. aside from that, I realized it would be ridiculously annoying to do similar thing with other motions you might want to make, such as punching and such, if you wanted them to be bezier controlled, and flexible.

    the animation package is going to be a separate program that will have a timeline. you go to frame 20, move everything where you want it go to frame 30, do that there, and it will tween for you. you'll be able to tweak the speed with a bezier curve, meaning if the animation should speed up as it's going from position 1 to position 2, you'll be able to adjust the rate of acceleration deceleration. mainly though I want it for animation loops and transitions. so you can create this walking animation, create the running animation, create a crouching animation, a jumping, a pushing, a pulling, etc, and give them all parameters and ranges. so walking and running is one animation that varies, the parameter will be speed,

    jumping will still have this same speed parameter, but the added parameters of where a jump can start (probably a foot on ground type thing) , pushing and pulling will have a weight parameter, etc. you'll be able to test blending between one animation and the other, and test out physics, if I can get that to work well. you export the file, and load it into construct. then in construct you use private variables to control all those parameters, and the animations themselves will be automated for you. I also want the saved animation file to contain any other important information, like what sprite sizes to use for the model, how many limbs, character names, etc.

    as far as the terrain solver and slowness. I guess I'll be feeling those headaches soon enough

    I have a few ideas I hope will work, though, I guess we'll see

    as a last resort though, I wouldn't be too disappointed if I had to have premade types of terrain, that vary in height only at certain distances.

    edit: lol my response with the exe being posted at 3:52 am.

  • right

    too bad crazy bump doesn't generate heightmaps then

    I wonder if there's a tool that can convert a normalmap viewed from straight on into a heightmap

    hmmmmmm