madster's Forum Posts

  • Request: An expression that returns the number of image points in a sprite's current animation, so we can loop through them.

  • It doesn't have to be.

    It just means that I won't read it

    _<

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  • some systems reroute the PC speaker call through the soundcard.

  • For some reason I had lots of trouble getting that to display.

    Weird, DA always had such nice code.

    Finally got to read one of them (hide and seek gone wrong) but I stopped when I realized it's not even remotely game-related.

    Sorry XD

  • I don't think that's likely to happen.

  • :O

    well if you're starting from scratch....

    I'd like to see:

    -named states: State "idle" (you could still use numbers internally for speed)

    -transitions as event strings:

    +State Machine: go from "idle" to "running" on "run key pressed" (this action adds the transition)

    +State Machine: process event "run key pressed" (this would trigger the previously added transition if the machine was in state "idle")

    -detailed events: On State enter, Is in state, On state leave. These should be mutually exclusive, that is, only one of them will fire at any given time.

    I realize I might be asking too much let me know if that's the case.

  • Groovy.

    Although it seems that the camera's anchor position changes from the center of the screen to the top-center corner according to whether bind to layout is checked or not, which could cause big confusion (I have an object that bounces on camera edges). Also, when switching cameras the anchor changed to the center, causing a jump before the smooth transition.

    stutter is gone though, and now it obeys zoom properly when bound to layout, so yay thx

    Let me know if you want a .cap that shows this new issue.

  • I just tried iso sprites with rts behavior with no issue (except sorting, of course, but that's better solved with the filmation algorithm... it gets easier if everything is ground-based)

    Beautiful concept pixel art btw. Really, kudos.

  • Did you try frecle's tree[d]?

    http://www.frecle.net/index.php?show=treed.about

    Wow. Thanks for that

  • cool. Never happened to me but then I usually do graphics outside of Construct

  • Hi.

    I'm experiencing some weirdness in my first attempt to use layer inheritance.

    Here's an example .cap file.

    First layout has "inh" layer with an object (I had to make it global so it would show up in the other layout). Zoom rate is set to 0. Only one event that jumps to second layout right away.

    Second layout has two layers with default names. Layer 1 with crosses at edges, zoom rate to 100%, Layer 2 with zoom rate to 0% and inheritance to "inh". There's an "always" event that modifies Display Zoom. The demo shows both layers moving equally, even though Layer 2 has zoom rate set to 0% in both the local layer properties and the inherited properties.

    Is this correct behavior? if so, how should I implement proper inherited UI? any working examples of that?

    Link to upload forum with example file (and same text as in this post):

    http://scirra.com/forum/viewtopic.php?f=16&t=7337

  • Hi.

    I'm experiencing some weirdness in my first attempt to use layer inheritance.

    Here's an example .cap file.

    First layout has "inh" layer with an object (I had to make it global so it would show up in the other layout). Zoom rate is set to 0. Only one event that jumps to second layout right away.

    Second layout has two layers with default names. Layer 1 with crosses at edges, zoom rate to 100%, Layer 2 with zoom rate to 0% and inheritance to "inh". There's an "always" event that modifies Display Zoom. The demo shows both layers moving equally, even though Layer 2 has zoom rate set to 0% in both the local layer properties and the inherited properties.

    Is this correct behavior? if so, how should I implement proper inherited UI? any working examples of that?

  • > Hi. Is there any chance this can be fixed?

    >

    > I'd like to use it for a game that zooms around a lot and this 'bind to layout' thing kind of breaks everything. Also, cameras seem jittery for some reason.

    > Might go with events instead, which would **** because this plugin has all I want.

    >

    Any chance you could send me a CAP illustrating both problems?

    Sure!

    Here's a small test

    Note: jumpiness might show up only in slow machines, as I'm testing in a netbook.

  • Here I show the bind-to-layout bug in Advanced camera plugin.

    EDIT: bind-to-layout now accounts for zoom, but exhibits odd jumps upon changing camera.

    I believe the anchor for the camera changes somehow.

    I've updated the .cap for the updated plugin, changing nothing.

    Observe how the scroll behaves differently (offset half a screen downwards) and the camera jumps when changing. Go into layout and check bind-to-layout and re-run. Observe how everything works as expected now.

    The jump is observed when changing from a manually scrolled camera to a camera that tracks an object.

  • A friend of mine got one, so I might get to try it out

    HOWEVER

    do keep in mind devices like these are just like OCR: they recognize patterns based on training.

    So no, imagining an object will not suffice to bring it onscreen, unless you had the object created and the system trained to the thought and that training associated to the creation of the object beforehand. Just like handwriting OCR, it won't work out of the box.

    Also, positioning isn't simple. A single thought pattern will be detected, which means "move here" is a different thought than "move there" and thus cannot be abstracted as a directed motion command.

    SO.... you'll have "move right", "move left" commands instead of "go over there" commands. I saw this in a test video where they attached mouse motion to thoughts. It was veeeery slow, since thoughts are gradual you cannot attach speed to recognition percentage and this forces a on-off only switch.

    So yeah. It's still cool though, and recognition seems MUCH improved over what I last saw (single shot 8-second training? Wow.). Also, no gel

    I would have liked a demo with a non-bald guy though.