Mipey's Forum Posts

  • If it is optional, sure. That'd work like a semaphore. However, when you have multiple state machines, say one for each "activity" - hunting, showering, mating etc. each has a set of states - you'll probably want it all neatly organized into sets or such

  • Here are a couple terminology suggestions:

    • On State Entry (from False to True)
    • On State Exit (from True to False)

    Also, I believe that "Transition" is the term used for changing states, but I guess Switch works just as well.

  • Replace the Canvas with Image Manipulator, use another sprite to show the cropped image, have ImageManipulator copy from the big sprite, crop to the "box" area, copy to the other sprite.

    FPS plummets down to 14. So yeah, I'd prefer to work with Canvas with its 1900 FPS.

  • *yoink*

    I'll tell you alter how much I love you!

  • Hello, I'd like the following features to be implemented if possible, for greater synergy between Canvas and Sprite objects:

    Canvas: Copy from Sprite (animation frame)

    Canvas: Copy to Sprite (animation frame)

    Canvas would attempt to fit whatever it can into Sprite, filling it with the image. Canvas can take any shape and amount of textures, while Sprite contains one full texture per frame. If no animation frame is specified, the default is assumed. Canvas should respect the current filter and opacity setting of the sprite.

    Canvas: Copy from Sprite (animation frame) to (X,Y offset within Canvas)

    Essentially the same as Paste Object at given coordinates.

    Canvas: Copy to Sprite (animation frame) from (X,Y offset within Canvas)

    The reverse of Paste Object, Sprite's texture is changed to the texture within Canvas, beginning at given offset coordinates and ending at the offset + Sprite's texture size

    Canvas can be freely resizable, while Sprite just stretches its texture. Sometimes we may want the Sprite to change its texture size (not the current size, which just stretches it):

    Sprite: Change texture size (width, height)

    That's not all - Sprite can have a collision mask, so it would be good to be able to copy the image from Canvas to Sprite as collision mask rather than animation frame. Obviously it should go both ways, so we can alter the Sprite's current collision mask.

    Canvas: Copy to Sprite (collision mask)

    Canvas: Copy from Sprite (collision mask)

    The above methods would give us greater freedom in sprite and canvas manipulation. Let me supply a few example cases:

    a) Tileset - Canvas contains the tileset, Sprite represents a tile. At start of the layout, Canvas pastes from a sprite containing the full tileset and then copies individual tiles to tile sprites as necessary. The tileset may freely be changed and the tile sprites updated accordingly (imagine switching between summer and winter tilesets).

    b) Character customization - Canvas copies from sprites containing base graphics (white skin, red hat, blue jacket, pink pants), merges them and then copies the new image to Player sprite. The whole process can be repeated for each animation frame!

    Base images are stored in separate sprites, which can be tinted differently (color filter, etc.).

    c) Visible damage - Paste sprite into Canvas, erase a part of the image, copy it back to the sprite. If the sprite uses per-pixel collisions, we have deformable terrain. Alternatively, copy the image to sprite as collision mask.

  • Some keyboards, especially in central and eastern European countries, have Z and Y keys swapped. *shrug*

  • Hope it helps! If you find out how to copy canvas contents into a sprite, let me know

  • It is kind of embarrassing how showcase projects that were reviewed by major indie gaming sites show "Application 1" title.

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  • A very simple example of what Canvas can be used for. In this example, Canvas object is used to copy 50x50 area of the image by moving to the mouse position, pasting the sprite and then moving back where it was, so it appears as if it never moved at all!

    Very fast, my system clocks 1900~ FPS. Now I just need to figure out how to save the canvas content into a sprite...

    Edit: Made in Construct 0.99.82.

  • Thanks, guys! I'll do my best to mete out copious amounts of the delicious treat known as justice.

    You know, within reason.

    I'll bring some troll pasta! Now we just need someone to start the flames for our little celebratory BBQ...

  • When you start a new project, you have a choice between DirectX 9 and Application runtime. DX9 runtime requires DX9, unfortunately. But DX9 is quite widespread already - it came out in 2002.

    Well, Construct does require the latest DX9 iteration - the 9.0 c (bimonthly release). Well, not the latest, just August 2008 one I think?

    In any case, they may need to update DX9 and they can play the game just fine. Theoretically.

  • Old computers can run it, as long as they have DX-9 compliant cards and Windows XP SP2.

  • Well, when I feel I've reached a milestone, I just do a Save as... and name it differently. Myself, I am not really concerned with version control, at least not this early. Then again I've yet to complete a serious project.

  • File > Preferences > Auto backup saves

  • It has to be stopped! Vaccinate yourselves NOW!

    <img src="http://dl.dropbox.com/u/629300/Images/application_1.png">

    ^

    NO NO NO NO

    <img src="http://dl.dropbox.com/u/629300/Images/application_properties.png">

    ^ Change this!

    DO EET.