Mipey's Forum Posts

  • Hmm... so we can make a sprite with power-of-two image behave like a tiled background, with added bonus of animations and other features sprite has over tiledbackground object?

  • Very difficult to understand you. Can you explain with other words, an example?

  • Utter failure reporting! Haven't made any games in months now, been writing but scrapping all drafts. All I can do is be a smart *** on some forums.

  • Hmm... what about the height map? It could be merged into actual image to simulate shadows. A hacky solution, but hey, it works.

  • It needs a 3D model, yes.

  • Consider the following.

    The sooner Construct is fleshed out and released, the sooner it will attract a large number of users from the whole spectrum, from enthusiasts to skilled programmers. Among those skilled programmers, there will be a few who will begin developing plugins on their own.

    All it takes is for Construct to reach the production release. So, we need to find and report bugs, help Construct become stable, see it get 1.0 version. After that, its popularity will skyrocket and see many plugin developers.

  • Family hack? The Stareater, is that my project? Well gee, guess I should explain the trick!

    Well, it is not a hack per se, just bit of a clever solution. What you do is add two or more families, depends how complex your picking code gets.

    With two families, let's name 'em A and B, you can pick from other family INDEPENDENTLY of the SOL of first family. You see, families have their own SOL, as do objects. That is three different selected object lists!

    So, with more than one family, when you are working with already selected members of family A, you can select another bunch from family B without messing the selected members of A up.

    If it is too confusing, let me illustrate it:

    You have balls. Normal, ordinary round balls, not the furry kind. Add two families to these balls, name them Red and Blue. Even if balls actually are pink, but who cares.

    So, you have a condition that, say, filters balls by their relative position. Balls on the left side of the table, for example. You make a condition, using the family Red:

    +Red.X < LayoutWidth/2 (Assuming the table is the size of a layout)

    Now, we want to also pick balls that are on lower half of the table. But wait, we can't do that, we've already selected balls and if we refine search any more, we won't be able to grab balls on lower right! Oh wait, we've got one more family to abuse. Phew.

    +Blue.Y < LayoutHeight/2

    Now we have two selected groups of balls, first group of balls that are on left side of the table and second group of balls that are on lower half of the table! Two selections, independent of each other! You can make operations with them, like count them, see how many balls are in either group, which side of the table is more populated etc.

    Within the same event. That, friends, is the beauty of multiple families; they grant you access to extra SOLs (Selected Object List or something, it remembers objects that passed the condition). You can combine this into elaborate picking procedures! Oh, and don't forget: objects have their own SOL as well, so that is three ways to abuse! Whee!

    And that's it from me.

  • What he said!

  • That would be awesome! It would be ideal to also have a pairer plugin, well, a simpler one than Object Pairer. Imagine if you could link sprites and data containers like that into a relationship, organizing a parent-child hierarchy!

    I've been trying to post a feature request for it, but then I realized that it may be more difficult than I thought. Perhaps this linker object should be limited to unique instances. I'd love to be able to access children directly and manipulate them without having to use elaborate conditions and subevents that likely mess SOL up. Like containers, but flexible. You get the idea. Problem is, Construct doesn't really like roundabout ways of object references.

    Oh well. A flexible data container would be a great feature indeed!

  • I don't really get what you are describing, but I am all for a simple, quick and lightweight data container (stack, queue, whatever). Hashtable is a bit unwieldy, array is like trying to use a cauldron to fry eggs etc.

    Basically, what I am looking for is a linked list object or something, that can accept numbers or strings, it would have the following features:

    • sorting (automatic, manual, on request, disabled)
    • dynamic (add, remove, replace elements without hassle)
    • stack (LIFO - last in, first out container, the most recently added object is the first to come out, has uses such as undo feature)
    • queue (FIFO - first in, first out container, the first object is first to go, essential for stuff like queued commands etc.)
    • indexing - by native index (number) or by name (named list, much like hashtable but allow capital letters)

    Think it'd make sense to create a custom data object, which you'd be able to customize to meet your ends - simple list, stack, queue or more complex named fixed list. This could shift focus from private variables to personal data objects, give more freedom. But this is too much already...

    A simple stack, queue and list will do.

  • Hmm do we really want our compiled projects to be reverse-engineered? If we wanted to share our project code, we'd share the cap, not compiled exe.

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  • Well, often I find myself stockpiling transparent objects on top of each other, for example Canvas, tiled background and stuff. Getting the right one is quite an exciting adventure!

  • Hmm, is that the "create object by name" expression? I'm guessing you might have to put the object name into quotation marks (" ").

    Just a wild guess. Don't kill me if it doesn't work

  • Better yet, dropdown list of objects beneath the cursor, just select the one you want. Right click option?

  • Possible, yes. One word: MESH.