lucid's Forum Posts

  • it doesn't bother me that much, definitely lame to be down so long, but it's over. I like that the five games are actual good games. it's definitely stupid and embarrassing that sony is so clueless about security, but if there's any fanboyism that I find unacceptable, not just on principle, but in it's danger to the future of gaming is xbox fanboys "you get what you pay for" response to this. 360 is the first system with a real online userbase that charges to just play online. microsoft seriously failed trying to replicate this on pc with games for windows live, but you can see how many companies ms has turned to the nonstop-charge-for-dlc bandwagon. sony implemented playstation plus, which isn't horrible, since you don't need anything on it, but it's a step in the wrong direction.

    Aside from the dangerous aspects it's just a false argument. anonymous has hacked the sites of all the major credit card firms. they say they they could have taken down the entire system so no one could make credit card transactions anywhere, but that wasn't the goal. it has nothing to do with what you pay for, aside from the fact that steam on pc is a superior free service, if anonymous wanted to take down xboxlive they would. microsoft would be better prepared by far, windows is the most attacked piece of software period, but the inferiority of psn is not due to it being free. it's due to sony's cluelessness in security.

  • I have an s plugin example that rotates several sprites together like this. it let's you drag and drop them into place, which drops each one into an array. then you can rotate and move them all with a single action.

    this is all I do to move it. it's just one more command over a regular sprite:

    <img src="http://dl.dropbox.com/u/1013446/allmovements.JPG">

    if you're not a fan of regular programming though, s is probably pretty weird. I'm planning on eventually making a free plugin for cclassic, and c2, when I have some free time that'll be much simpler. it'll be a suite of plugins that will eventually be able to do everything s can, but be super minimalist and easy to understand. can't give any timeline on it,just eventually. but i digress.

    the part that relates to what you're saying is the objectarray plugin. it would be just like a regular array, except you'd put actual objects in there. it would have alot of uses, but this is one of them.

    it would be two actions to set up:

    --Take spacial snapshot

    //this would tell the objectarray the objects locations, angles, and size in relationship to the objectarray itself. basically telling it that you're ready, and the sprites are in their proper positions to look like one big thing

    then you just move your objectarray like a regular object, put platform behavior on it if you want. rotate, resize, move. even destroy.

    then you use a single action

    --apply spacial info

    // this would update all the sprites' locations, angles, and sizes as if it were one object

    it would also be simple to put it in "autoupdate" mode so you just do

    --Set autoapply to true

    at the beginning of your cap to automatically apply spacial info, so you don't have to call the action manually. also to make it autosnapshot if an object is moved outside of the plugin.

  • where are your variables declared?

    make sure they are declared in the file main.h

    under

    class ExtObject : public CRunObject
    {
    public:[/code:1ivvzjgz]
    
    also make sure you begin any functions you've named yourself with ExtObject::youractionnamehere(LPVAL params)
    
    As far as learning as a beginner, and asking too many questions.   ask away, nonstop, if I don't answer it means I probably haven't had time for a detailed answer yet. I and others learned alot of the basics while learning to make construct plugins. Sometimes the answer might be "read a tutorial on such and such", but if you're determined you can learn to program using construct and it's SDK.  this is where I started learning to program in earnest, and I'm confident that if I had just been learning off regular, less exciting examples in tutorials dealing with text, and ugly command line stuff, I wouldn't haven't learned nearly as fast as I have.
    
    as far as this question
    I would say it's a good idea to google local and global variables, it's very easy to find them on google.  also  Class Inheritance.  It might not make alot of sense to begin with, but it'll give you a better idea of the forces at work that are stopping your programs from compiling.   if you see other words in the explanations that are mysterious to you, look those up, too.  Understanding the things that cause errors that don't have to do with your actual task are good to get out of the way early on.
  • I haven't looked at your example, but I know there are several circumstances where z zooming messes up rendering. you just can't distort freely in the z, or move sprites into the z and move freely without problems. Maybe your example is a special case where it works, or your pc in an exception, because in most cases, its a mess

  • Didn't have time to read through all the responses, but if you mean how zooming messes up 3d display, this bug is a pet peeve of mine. I started working on it, but schedule got nuts so I can't promise a next version fix. If r0j0 reads this though he might fix it, he has a tendency to do awesome fixes when they appear in posts. It just amounts to an incorrect calculation of what needs to be drawn on screen

  • > I'm very curious about it. The eventing looks almost identical to construct to me, aside from the graphics.

    >

    I think it's completely different actually - the Scratch block system has no concept of selected object lists as far as I know, which is how the Construct event system fundamentally works.

    seems like a different way to do something similar:

    <img src="http://static.stencyl.com/help/images/KillCollidingActors.png">

  • looks pretty cool actually. I just hope it's powerful enough to make cool stuff.

    No Coding Required

    Snap blocks together. Kid tested. MIT approved.

    Our drag-and-drop gameplay designer builds off the wildly successful MIT Scratch project. We extend Scratch's simple block-snapping interface with new functionality and hundreds of ready-to-use blocks. Power users can create their own blocks to use and share with others.

    For the programmers out there, we offer a powerful "code mode" interface (complete with code completion) for writing behaviors via our ActionScript 3 API. (You can also use an external editor of your choosing.) AS3 code is a first-class citizen; it interacts seamlessly with "Design Mode" behaviors and can even be embedded inside them!

    <img src="http://static.stencyl.com/site/overview-section2-title.jpg">

    I'm very curious about it. The eventing looks almost identical to construct to me, aside from the graphics.

  • You can select release and runtime, instead of the debugs. When you do you batch builds, you should choose these unless you plan to debug the plugins with visual studio

  • it would probably take less effort to write the code in c++ then to trace back all everything through construct source and stitch it together that way.

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  • In what order are the following executed at edittime:

    Onput

    Acetable

    And

    Damnit, not at pc, so I can't remember the name, but the one that has

    Ar>>this>>somethingelse>> etc

    Those three..also, if a behavior is added to an object, does the acetable get loaded at that time?, and if it is then added to another object, is it loaded again?

  • the info structure of CRunObject (most of the sdk is defining this object, your plugin itself)does everything you need for movement

    info.x=10;[/code:12vtw8fb]
    will change the object's positions to x=10
    there's angle, h for height, etc, etc.  since you're using visual studio, it'll be easy to see all the properties of info and most are self-explanatory.
    after changing the orientation, dimensions, or position of an object call
    [code:12vtw8fb]UpdateBoundingBox();[/code:12vtw8fb]
    to make the changes actually apply at runtime. if you forget this, collisions will be all messed up
    if you're changing the object itself
    just info.whatever will suffice
    however
    if you want to make it a behavior, at the beginning of main where it says
    [code:12vtw8fb]#define IDE_FLAGS 	OF_NOCOMMONDEBUG[/code:12vtw8fb]
    add |OF_MOVEMENTPLUGIN
    so it says:
    [code:12vtw8fb]#define IDE_FLAGS 	OF_NOCOMMONDEBUG |OF_MOVEMENTPLUGIN[/code:12vtw8fb]
    
    and instead of just info.x
    [code:12vtw8fb]you do pLink->info.x[/code:12vtw8fb]
    pLink is a pointer to the object that the behavior is attached to
    
    [edit:oops, it's already in the right forum]
  • canada?

  • Awesome idea dead. Unfortunately, that site doesn't work none too goodly on my phone, so I can't participate on this first round

  • Another way is to ditch the ('active') private variable in plat, and put it in player instead or make it global, and

    Player - on collision with plat

    ----set global('activeplat') to. Plat.uid

    Plat - compare uid == global('activeplat')

    ----plat control actions here

  • yeah, just use the z_elevation thing, for the boxes and the sprites. and make sure to turn on 3d sorting in layout properties