newt's Forum Posts

  • [quote:kahghaz8]Here's a new definition then. For something to be art, the creator must have the intention of making art. The creator must also have an understanding of what art is. A childs painting isn't art. A moron who saw some dadaist calling a toilet art, and decides to do the same thing, doesn't nescessarily make art.

    I see the point, but I would iterate that to a parent, that child's painting could be the most beautiful thing in the world. Then I would say that knowledge of art has less to do with it then the want, or need to create. After all the cavemen knew nothing about dadaism, or abstract, or realism, or even what a collage was.

    Also:

    [quote:kahghaz8]Yelling at someone who cuts you off in traffic isn't art, and that is a form of expression.

    I've know several people who have tried to elevate that to an art form.

    It was stunning to say the least.

  • ...and because C2 is portable, you'll be able to prototype your game even when not on your computer. I use PS for drawing, but I like CC has it's own editor so I can still work on my game when I'm not at home.

    Well there's plenty of image editors that can be done the same way. Gimp Portable is less than 30 megs.

    Anyway that wont be forever, since paid versions will have to be tied to specific computers.

    You wouldn't want a bunch of fully functioning versions flying around on zip cards... even tho that would be pretty cool to have.

    Given the added functionality of drag, and drop of sprites on the editor, why not just skip the image editor part all together? Then if you must, have the animator, hotspot, and imagepoint editor all in one.

  • Its either that or add more pv's ad do some thing like:

    +>every 1000 milliseconds

    ->compare a private variable pvtimer is >1

    -->add one to pvtimer

    +>compare a private variable pvtimer is >3

    ->do stuff

    But the nice thing about that or the timer behavior is that that can be used anytime you like outside of the group.

  • Eeek the wait object.

    Ok I see you have the system compare as a subevent, with distance... I was wondering how the heck picking wasn't broken.

    Anyway the Wait object is unfinished and is probably whats causing the issue.

    Might try the Timer behavior, its broken as well, but only for additional timers on the same behavior.

  • Honestly, I'm a bit of a noob myself when it comes to web stuff, but here goes.

    Local storage would be anything that the game uses, graphics, sounds, and the .js, that are separate files, the script you paste into your html page will use.

    So if you cant upload files to the same directory that the page will be in then you will have to alter the script you paste, and the Javascript files, and resources, that you will have to upload somewhere else, to point at each other.

    But, since you have ftp access, you don't have to worry about changing anything except the script you paste into the page.

    As far as setting up the script you paste, take a look at the exported html.

    You can pretty much copy everything in between ,<head>, and </head>, and paste that between those tags on your page, same goes for the body, except you paste the div where you want the game to show up.

    Thats just from my experimentation, you will probably want to look a few things up, like how to center the div, etc.

  • You can run it anywhere you have access to Javascript. However you also need to have access to local storage, unless you change the urls pointing to resources within the script.

  • Maybe I'm misunderstanding, but won't this allow other stuff to happen unless I put all other code that isn't in this function under a condition that checks all of the units PVs and returns 0 for each.

    Not only that, the -->, and --->, are sub events of sub events.

    [quote:17bv6r2f]Instead I could have "Main Game Events" group and an "Animate Units" group and alternate between them which seems similar but easier to the above. I would also want each unit to complete its entire movement before another unit moves but i can probably keep track of that with some global or some such.

    Yeah the problem with groups and multiple instances is that when you disable a group, you disable all movement for all instances whether they have finished moving or not, and you keep all instances moving to the target continuously, even if they are already there.

    Also there is a minor bug/"feature" that when you restart a layout, groups do not keep the preset of enabled/ disabled.

  • I think a good definition of art would be any form of expression beyond function or need.

    Therefore one could say just about all games are artistic to some degree, whether it be from the coding or the graphics with in it, or even the fact that its a game, and may serve no purpose other than to entertain.

    Another big question is why do we make art?

    The answer to that is debatable, but in cave man terms, the simplest answer is mortality.

    We all want to live forever, failing that we all wish to leave some mark on the world.

    Given that the usual method is procreation, is it any wonder why so many of us developers are geeks?

  • Awesome find, right up there with your Resource plug!

  • Oh I see, i used similar methods in other programs but it's true that I'd call the rendering functions each loop iteration. I guess construct doesn't let you do that. Not sure how I can use the PV to do it since I'd want to basically stay in that block of code until all units have moved. Maybe I can figure out a different method to do it, perhaps something involving enabling and disabling groups, that seems like it might work.

    groups and pv's work essentially the same way.

    An example using the Object Pairer since I don't think that picking via pv would work too well from the actions side. And another pv (length) since picking via system compare wont work with multiple instances.

    +> on your trigger Units set Units.Value("move") to 1

    ->For eachGrid

    -->For each Units Compare a private variable Units.Value('Home')= Grid.Value('ID') Object Pairer pair Grid and Units

    +> Units compare a private variable Units.Value("move") = 1

    ->For each paired Units Units: Move 1 pixels*(something*timedelta) at angle(Units.X,Units.Y,Grid.X,Grid.Y)

    -->Units set private variable Units.Value("length") to Distance(Units.X,Units.Y,Grid.X,Grid.Y)

    --->Units compare a private variable Units.Value("length") is < small value

    ---->Units set private variable Units.Value("move") to 0

  • Did you put the dll in the same directory as the exe?

  • You've got two issues there, not sure which one specifically is causing the infinite message.

    First off a loop will stop frame rate till its finished, that is to say it is not frame rate dependent, so the move would be pretty much instantaneous. Second the distance between all the points may never equal exactly zero.

    Possibly a little from column a, and a little from column b.

    Might try a separate variable, like if pvmove equals 1 move at angle

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  • Yeah pretty much. The resource plug unloads to a random named directory, so you would have to get the directory after its unpacked, and move it to a known directory, like appath.

    Course that would involve another plug as well, file I think.

    Plus you might have to have the 3d object on a different layout as well.

    I checked this out, and its a no go. Seems the 3d objects are loaded on startup regardless of what layout they are on.

    However...

    There's no reason you cant load a Construct exe into the resources of another exe.

    With that you could extract the 3d objects from it, and then start the main game that was also embedded into the original.

    Heck you could even set it up to delete the resources when you close the main game.

    Dunno if a game can delete itself when it closes.

  • A way to open url's in either same window or new tab's/window.

    Yeah I know its way off scope as far as gaming goes, but lets face it, it's gonna get in there some how, and it does open the user base 100 fold.

  • Looks like you've ran into what amounts to an unimplemented feature using 3d.

    Since the Z is based on the camera view, what your essentially doing when you change the zoom is altering the eye distance. If they ever change events to allow changing the eye distance during runtime that should be fixable.