newt's Forum Posts

  • http://dl.dropbox.com/u/666516/3dproofOfConcept.exe

    & a video <img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" />

  • There tons of ways to do this, but you have to remember simple is elegant, even if it just feels quick and dirty.

    + System: Start of layout

    -> Function: Set return value to 0

    + MouseKeyboard: On Left mouse button Clicked

    -> Function: Set return value to Function.Return+1

    + System: Function.Return Equal to 1

    -> Sprite: Flash for 5 seconds with 0.05 seconds interval

    + System: Function.Return Equal to 2

    -> System: Go to layout 1 with transition "None" lasting 0 MS

  • That's a lot of layers, but really the only thing that should slow it down is objects, fx, and what ever actions you have going on.

  • You can make a global variable call it something like "toggle", with an initial value of 0.

    Then in your event sheet make two conditions.

    Both will compare the variable. The first would compare if the variable is equal to 1 shake the screen, then if the variable is equal to 2 go to layout blah blah.

    Finally add an action that adds 1 to the variable each time the button is pressed.

  • Nice fix for the Ball behavior. I was thinking if you wanted to avoid users actually seeing it overlap, you could use a dummy object that used the Custom movement behavior set to Restrain distance from the ball, and set to bounce off solids.... might work, that or perhaps slide.

    Thanks again.

  • You can either use a timer, or use Python, and open a new window to play it.

    I'd suggest the latter.

  • This is actually an interesting problem because the Every event can only trigger at most once per tick (like Always). So if you're running at 10fps, the Every event will only trigger at most every 100ms. This is kind of awkward because it can make things framerate dependent again, even in well-designed, framerate-independent games.

    I thought about making 'Every X milliseconds' play catch-up - as in, in the above case at 10fps, if you have 'every 50ms', the condition will realise it should have triggered twice since the last tick, so then fires itself twice. This could create other subtle problems in events though. For example, the current time will be the same for both triggers (since it's actually running twice at the same time), and if it's important that other events run after the Every event, then that could break if the framerate drops and the Every starts re-triggering repeatedly to play catch-up. (One example is if you're firing a gun on Every, you start getting multiple bullets spawned at the same time.) But, on the other hand, logically you'd expect 'Every 10ms' to mean '100 times a second'!

    It's a tricky area... what do you think should happen? Do you think the current system (capped at once per tick) is OK?

    Yeah for v-sync you just about have to do that.

    Would it be possible to have a an expression, or perhaps a plug that isn't frame rate dependent?

  • Well first you have to ask 10 seconds since what, or more importantly the system has to ask that since its a system action. In other words the system thinks 10 seconds has already passed. Also Trigger once(while true) isn't designed to work in the same condition, better to put it in a sub event, but again since every x milliseconds is a system action it will always be true.

    Might want to take a look at the Function object... Call function after delay, or one of the other timer type objects, timeline, etc.

    Edit:

    Yeah what Tulamide said, except I didn't think about the fact it starts at 0.

  • [quote:3upak4s8]I don't claim the title "the official construct show-reel", if the other person will make the video more complete, I only support this. Simply I've already written that there are many good games on this forum, but their authors had not shown any activity. I specifically wrote this post where explained that I'm leaving in June for the whole summer and will make the video until the end of May. But besides newt no one else didn't posted examples.

    Sadly it looks like there's more activity on Youtube than here.

    Anyway, the vid is quite nice, and looks very professional. Kudos for that, and I'm sure it will bring lots of interest. That's the main Idea.

  • Arrrgh �

  • Yeah the Path plug might actually work pretty nice for this. I wouldn't use any predefined paths tho, just add node at x,y +random x,y.

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  • Push comes to shove I guess you could use Rojo's resource extractor.

  • Bump what?

    You haven't provided any information anyone can use.

  • I doubt that graphics cards will ever be truly replaced. Just as the gasoline engine is to cars, and Apple is to computers, manufactures like Nvida will come up with some way to keep their fingers in the pot.