madster's Forum Posts

  • yeah I was kidding.

    I hate popups, specially the ones that assume you're trying to do something and attempt to correct you.

    There's a reason why clippy's gone =)

  • You can have states nested within states. so more than 1 state returns true.

    <img src="http://upload.wikimedia.org/wikipedia/commons/thumb/c/cf/Finite_state_machine_example_with_comments.svg/220px-Finite_state_machine_example_with_comments.svg.png">

    This is what a Finite State Machine looks like. A door cannot be opened and closed at the same time. You could, however, have ANOTHER finite state machine that is only used while inside one particular state (thus addressing nesting properly).

    For example, following the door diagram: the door could have a locking mechanism. When in the closed state, you could change to a lock state in the door machine. When in the lock state of the door machine, you could have access to a lock machine, that upon reaching a certain state, issues an unlock rule to the door machine, which takes it to the closed state again. This sounds rather complicated here, but it's veeeery simple using separate machines, and they never mix up.

    Pert diagrams allow multiple active states, that is how concurrency is designed. FSM are completely different from Pert diagrams.

    A finite state machine has only one active state, which is the current state of the machine. If there were any more active states, it woudln't be a state machine per definition.

    All that said, I

    have a request

    (two actually).

    • First the simple one: an expression to get the current state.
    • Second: A FSM is much more useful with transition rules. Could one add rules in the form of rulename->destinationstate? so then one could just do Sprite[FSM].trigger("jump") and if any rule in the current state matches "jump", it would go there. Additionaly, a loop for traversing these rules would be nice (with currentRuleName and currentRuleTarget expressions). One should also be able to check if a state has a certain rule or not, in the form of Sprite[FSM].ruleExists(state,rulename).

    The above, coupled, would enable pretty good AI.

  • This is a dialog tree that loads everything from a .ini file.

    It uses State Machine, INI file, SpriteFont and SpriteButton.

    Nevermind the loose text object >_<

    For some reason, I can't get to state 4. I can't figure it out =/ help?

    http://www.udec.cl/~jfuente_alba/dialogtree.zip

    EDIT: State Machine is lacking something very important: an expression to get the current state.

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  • Oooh yeah someone made a platformer once where you could "fall over" if you hit your head too hard.... wasn't made with Construct though =(

    It was fun.

    you could make it without real physics though, if all you need to do is adjust the angle and animation of your fall.

  • I'm sure Castlevania was a lot of work

  • I'd say that's waaaay too generic to guess. Elaborate a little. It could be great or boring, depending on the goals and other things like that.

  • Wow

    you also get the Madster award for "Game I'm still playing even though I have big budget AAA games installed"

  • What I did in 2.5d concept was:

    if the player is standing on a platform, set player velocity to platform. After that, do the normal movement stuff.

    This means if you jump off a platform, you'll carry momentum. All momentum is lost when touching the ground (which is kind of normal for a platform game, though you might want to do some other calculation instead)

  • <img src="http://i45.tinypic.com/2dhifqo.jpg">

    roflies... I'm saving that one

  • no problems here, and awesomeness!!

    I spy a SOCKET!!!!

    I look forward to this tutorial =)

  • (...)What I don't get is this strong opposition.

    Developer time I'd rather have them focus on 1.0

    That said, I guess this could be useful as fade is (when it's not getting weird).

    So, BRIEFLY (sans wall-of-text), what would this behavior do?

    Resize over time, I'm guessing, but... forever? oscillating?

  • there's a random expression in the system object.

    random(x) will return an integer between 0 and x-1 (inclusive)

    such that random(4)*360 yields either 0, 90, 180 or 270

  • I have just downloaded vs 2008 c++ express edition and was able to compile the Template.csx plugin

    It works...

    Here are my steps

    Install visual studio

    Install DDK - I have instaled this to c:\WinDDK

    download plugin sdk

    Open the visual studio vc9 solution for the tempate plugin

    Now in the Project -> Template SDK properties

    set Configuration: to All Configurations

    add "C:\WinDDK\7600.16385.0\inc\atl71"

    and "C:\WinDDK\7600.16385.0\inc\mfc42" to the c++ -> general -> additional include directories

    The order of the above is important... atl71 needs to be first

    add "C:\WinDDK\7600.16385.0\inc\mfc42" to the resource->general-> additional include directories

    Configuration - general -Use of MFC: use MFC in a shared dll

    "C:\WinDDK\7600.16385.0\lib\ATL\i386" to the linker->general->additional link libraries

    batch build: release win32 and runtime win32

    goto ../../IDE and copy the plugins folder to your construct plugins and the Template plugin is ready for a test run.

    This needs to be wikified.

    Also, if you have Construct in the program folders, you need to run the compiler with admin permissions so it can write there. And if you registered VS9 Express as a normal user, it'll ask for registration AGAIN when run as an admin. Whee!!! (solution: install Construct as a dev copy in a user folder)

    This means that yes, I got it to compile.

  • you could use it to store levels, call it DLC so people fork out for them XD

  • I never understand people who just *skip skip skip skip* all the way through, then wonder why they think "THIS GAME WAS CRAP!" It's like putting a DVD in... pressing play.... then skipping all the way to the credits.

    Some games make me feel like I'm watching a DVD.

    That can't be right.

    I'm not thinking "THIS GAME WAS CRAP!", I'm thinking "WHEN DO I GET TO PLAY?"