lucid's Forum Posts

  • yeah, I wasn't expecting much. don't remember the source. but I had heard long ago, this movie was made just to force out a spider-man movie in order to fulfill some contract obligation that said the current holders of the movierights could only maintain the rights if they made the movies within a certain interval of eachother.

    I have to say though. I didn't expect the movie to be so grainy looking

  • glad it helped. enjoy!

  • Thx pyteo. Its both.   Everything related to the engine is done in a (c++)plugin. But the editor is made in construct.

    once it's complete you'd just be using the editor exe to make animated characters

    And then load them into construct classic or construct 2,

    And use events like

    Engine.play animation "jump"

    and using behaviors on them if you wish, like a normal sprite object

  • posted something just now without noticing this post, so read the post above if you're just reading this

    I couldn't get distance function. How can you divide a value which includes 4 values to a value ?

    distance(Sprite2.x,Sprite2.y,Sprite.x,Sprite.y)/global('maxdistance')

    Is there any document that I can find all usable functions on construct with their meanings ?

    Thank you very much.

    all the usable expressions you can get when you're in that expression editor(anywhere you can type these expressions)

    doubleclick on the system icon, and it gives you a list

    this list is also handy:

    http://sourceforge.net/apps/mediawiki/construct/index.php?title=System_Expressions

    the distance expression returns the distance between two points

    distance(point1x,point1y,point2x,point2y)

    it's the same as using the pythagorean theorem, but that doesn't matter, because you don't need the details to make it work. but it returns one value representing the distance between the first and second point

    so you can use it to find out how far away two objects are in pixels

    as far as why use the division problem,

    when you divide any value by some maximum value, you get a decimal value that represents what portion of the whole you have like

    let's say your max is 4

    0/4==0

    1/4==0.25

    2/4==0.5

    look familiar?   it works in alot of situations to give you that perfect value for t in

    lerp(a,b,t)

    we used clamp, because we want to force the values to stay between 0 and 1, so the speed we choose for things getting sucked in the black hole won't get blown away from the black hole when they get too far because

    lerp works with larger and smaller numbers for t

    like lerp(0,10,2.0)==20

    or lerp(10,0,2.0)==-10

    or lerp(0,10,-0.5)==-5

  • i didn't know clamp or lerp till construct

    but yeah clamp is like this:

    clamp(input,lowest,highest)

    it just gives you back the 'input' number, unless it's out of the range of highest and lowest. if it is, then it just forces it into that range

    clamp(5,0,10)==5 (not lower than 0 or higher than 10)

    clamp(3,0,10)==3   (not lower than 0 or higher than 10)

    clamp(-3,0,10)==0 (too low, force it into range)

    clamp(1000,0,10)==10   (too high, force it into range)

    lerp(a,b,t)

    lerp gives you a number between a and b

    and it uses t to determine how far along it is between a and b

    think of t like a percentage, but with a decimal in front of it

    t==0 is like 0%   (t==0)

    t==1 is like 100% (t==1.00)

    t==0.54 is like 54%

    t==0.3 is like 30%

    lerp(a,b,t)

    so if t is at 0 you get back 'a'

    if t is at 1 you get back 'b'

    and if t is anything in between 0 and 1, it's that far along the line between a and b

    lerp(0,4,0)==0

    lerp(0,4,0.25)==1

    lerp(0,4,0.50)==2

    lerp(0,4,0.75)==3

    lerp(0,4,1)==4

    I made a short tutorial about lerp that helps some people if the explanation didn't work, it's more interactive and visual:

    http://69.24.73.172/scirra/forum/viewtopic.php?f=8&t=8735

  • sorry about that. I saw this topicname many times. it didn't even cross my mind you might have meant spritefont.

    seems to be working fine for me:

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

  • I suppose if the editor is better than mine for the features it shares, then I could port my code over and build off of their editor if it's a liberal enough license. Could end up being a good thing.

    still though....damn them all to hell!!! j/k rayman origins does look damn lovely

  • you really don't need all that complexity, here's a simple example

    if you don't recognize 'clamp' and 'lerp', don't get intimidated, just ask, it's pretty straightforward

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

    you can safely ignore everything in start of layout and that loop, that's just to get a bunch of multicolored whatsits all over the place

    just the always event matters for the blackhole

    and the blackhole is drag and drop btw

  • [/img]

  • you post images with the img tags like

    your url here

  • shared in chat, but in case anyone else needs, also, c7, you were afk, when I found the final solution, so here ya go:

    (replace 1024 with the resolution you used to design and test your level)

    left and right click to change resolutions

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

  • thanks tom

  • my secret path to editting my signature has been paved over, anyone know an alternate route?

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  • bad news for me and my engine. hopefully, the other features not included in ubi-art are enough to be noteworthy on their own, which I personally believe they are. but, couldn't have come at a worse time. oh well, that much more motivation to hurry. not so much cuz I want to sell the engine, but because I'd like my game to look as unique as possible when it releases. damn you ubisoft, don't you know I have a dayjob to quit?

  • Are you using any behaviors? If so there may be another solution that works more elegantly with your behavior, but this would work

    Stuff ->move object toward position blackhole.x, blackhole.y, at whatever speed

    Depending on whether you want an an event horizon where you have a minimum range, or infinitely decrease the pull the further you get, or constant pull all require slightly different formulas for the speed you choose