lucid's Forum Posts

  • hey scidave. as far as debugging plugins, run the preview with the debug version of the plugin. and while it's running, before it crashes, you go into visual studio, and under debug on the menu select Attach to Process, and attach it to the temp.exe. you can click to the left of any line of code to add a breakpoint where the execution of the program will pause, and you can examine the contents of variables.

    also, in general, for many bugs, you don't need the debugger, you can examine the incorrect behavior, and figure out where it might be happening, and find an error in the logic of the code.

    oh, and as far as whether I'm still fixing bugs. no. not for now, not having profUIS prevented me from trying to fix a few bugs I was interested in fixing, also, it's going to be a while before I have time to attempt any fixes. but i'll gladly answer any questions about how something in the sdk works if I see them posted.

  • I bought it. I love that it gives you steam keys.

    Also, gives you a mincraft trial until 14th.   I was surprised how quickly that game starts getting interesting

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  • thanks for the interest. but for now the answer is "when it's done" , and probably not for at least a year. should have the next tech video by the end of this year tho. it's going to be much closer to the final product, and will be of something made with the editor as opposed to the editor itself

  • Yeah, its pretty annoying. I fall for for it everytime,

    If it can't be highlighted on the new search thing. I recommend at least not disuising it like a search field and just make it a search button

  • yes, the action is set z elevation, and its near the bottom of the action list

  • I played through it very recently on ps3

    Pretty short

    I was hoping they'd take the storytelling method to an extreme

    Very cool while it lasted, but for me personally it didn't soar to the heights of prtal 2 because it was over much too quickly. It didn't really even feel like a short game as much as an incomplete game

  • there's no way for me to know if it really works or not, but Tom, I think the guy in your post is both closeminded and wrong. Coming soon id's new engine will allow unlimited detail textures. well...not limited by vram anyway. to me that's new. it hasn't been done before, and it changes the way artists can work. the next id engine is supposed to have some voxel octree thing that's like halfway between what unlimited detail is claiming to do, and regular polygons, and once again redefines what detail level is possible. to say that the current methods of 3d technology are the endall be all, and there's no other way to handle graphics that could revolutionize everything is kinda ridiculous. also, he's not even correctly describing what they're claiming to do. they didn't say we're raytracing everything, and so we can use voxels. he's claiming (not in this video) that they've found a way to only have to access visible voxels that will actually correspond to onscreen pixels, and so all the overhead of the additional geometry isn't computed, and the speed is determined by the current number of pixels onscreen, much like id's tech whatever engine is doing in rage with the textures

  • youtube link not working for me

  • Construct!!! of course. I disagree with xenox. if you ask this question on mmf forums you might get a flame war, but there's alot of people here who used to be mmf users and are no longer...but I do agree with him about it being a little pointless. since most people here already made their decision so chances are almost everyone will say construct.

  • no prob, btw, I think there's a slight issue with mine, if you're moving your mouse diagonally down right, it favors the higher square

    slight math error somewhere

  • If you know your location, and the intersection point it would just be the distance forumla again distance(intersection.x,intersection.y,you.x,you.y)

    If what you're saying is that you want a height value for any arbitrary point on the line. You could use lerp, and the gett function of the math plugin so it'd be

    Lerp(minheight,maxheight,math.gett(green.x,red.x,arbitrarypoint.x))

    If greenx and redx are equal, you'd use y values.

    If you're one of those plugin shy people, the formula for math.gett is just

    Gett(a,b,x)

    Answer=(x-a)/(b-a)

  • the demo was pretty cool. you could definitely make a fun game from gfx like that. I think collision might not be such an issue. just have instantaneous bullet collision, and if it hits on the offending player's side, the defensive player is struck without testing whether it agrees, maybe have checks every few moments to make sure the simulations agree as to where they are, but in the event of a hit, favor the simulation of the shooter. but you should definitely keep working on this.

  • Not sure if you meant officially supported or what, but I'm working on an editor for raster/vector hybrids that will eventually work in c2. Not sure of what type of license it'll have yet.   but combined with c2 it should be a much more userfriendly alternative to flash in terms of both animating characters and programming games

  • Pure html5 and javascript(on the demo link above)