procrastinator's Forum Posts

  • Only just got the chance to check this out. Very well put together and easy to follow. Should come in handy in the future.

  • andla: End part of the URL isn't part of the clickable link. You have to copy / paste... here is the proper link -

    http://www.mediafire.com/download.php?z5io2itge4f

    quazi: that links to the terrain deformer btw From your description, that wasn't intentional?

  • It's funny, but I felt the same way recently, although for a different reason. I'd always posted caps if I was working on something (usually in the chat), but for my last game (which was just a pool game), I decided not to post the cap because my code was messy beyond belief.. and I just wanted something complete before doing so.. but oddly enough I felt strange when posting the exe only. I don't know why.. maybe because most guys on this forum are generous enough to show the sources to their awesomeness that I kind of felt "why am I not posting a cap to my lameness" <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /> It could have been because it wasn't to be a commercial venture.. but since yours is... screw what anyone else thinks.. you've been kind enough to show your sources in the past and helped many people along the way. I think you're doing the right thing. Oh and there have been no commercial releases yet that I know of so maybe you could be the first!

  • There's a lengthy discussion here -

    http://forums.indiegamer.com/showthread.php?t=16034

  • Ah soz I didn't even notice that! Damn I need a new monitor!

  • I've not toyed with the object pairer so I'm not clear how it works compared to containers, but what I'm noticing is that in the Weapons sheet, EVENT 1, you're destroying the Weapon but not creating it. Toggle the Destroy action and it'll set the weapon correctly.

  • Looking nice! Yeah I agree with Mipey, behaviours and effects in use would be handy, although the latter more so.

  • I'm pretty sure I recall David saying that all textures are scaled to a power of 2. So your 300x400 image would be scaled to 512x512 therefore using as much VRAM as a 512x512 texture does.

  • Doppel: yours works for the first go, then it seems a bit random after that.

    xombul: You'd have to ask the devs if function object can handle recursion. btw.. if your method worked and there was no noticable slowdown, then go for it

    Would be interested in getting this sorted 'cause it would be a useful thing to have in the future. I just don't have the time to experiment a lot atm or I would try a few things myself.

  • Yeah it's one way around the problem but to do that every frame for so many blocks, there's no surprise the framerate is low. You'll be much faster using an array and using the floodfill method there.

  • Very nice. I didn't know someone had tried this. I tried a similar thing but with a sprite distort map a few weeks ago but my 3D math skills were limited to some small testers I did many moons ago in Delphi while following the excellent Denthor's Asphyxia tutorials.

    But you could create a sprite that's just a single pixel line and use that to draw the wireframe instead of relying on the slow canvas. I had a go in the short time I had but I was unsuccessful.

  • I requested this a couple of weeks ago and I believe Rich said it's either done (for next build) or it will be done.

  • You would need to put the blocks in an array, then use floodfill or something... although I'm sure floodfill uses recursion, and I'd imagine Construct can handle that since a function seems to be able to call itself (just checked).

    See here for some methods of flood fill..

    http://en.wikipedia.org/wiki/Flood_fill

    If you know flash, here's a flash implementation with source that you could try to convert -

    http://www.emanueleferonato.com/2008/06 ... mentation/

    Maybe you'll get some ideas from those.. maybe someone else will..

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  • 2DManiac: Installed fine for me and I'm on Vista x64.

    Devs: Awesome job on this one. I've been using it for hours without a crash! and I've been in and out of the picture editor loads!

  • This is more of a graphic thing than a coding thing, although you need to handle it through code of course. You would need some images representing parts of the speech.. check here -

    http://animation.about.com/od/flashanim ... phonem.htm

    Once you have your images..

    1) randomly select an image

    2) assign a random duration for that image to stay showing

    3) repeat..

    It does look quite convincing when it's done right.