QuaziGNRLnose's Forum Posts

  • https://dl.dropboxusercontent.com/u/829 ... %20cap.png

    I made a small example for you. I'm not sure if you'll be able to get it to work cause i used a new version of the Q3D plugin which i've been working on (whoops) so i made a screenshot just in case. It should run though since this component of the plugin wasn't heavily modified. you might get a warning about versions or whatever.

    https://dl.dropboxusercontent.com/u/829 ... ample.capx

  • How is a plugin bogging down your system? some kind of memory leak?

  • This is how i was doing it but i didn't know what the type's list was called so i was grabbing all the children's types through the instances that were children. gonna try this now and see what happens.

  • Is there a convenient way that i can empty every SOL ? i have a condition that picks objects in an advanced way that first requires all the sols for all objects except the one calling the condition to be empty (it then picks a specific subset of objects).

    the condition basically needs to work as follows

    Condition:

    "Main object -> pick children"

    {

    wipe all SOLs except possibly the sol of "Main object" which is calling the condition.

    iterate over children of main object, adding them to sol.instances.

    return true.

    };

  • You can't really protect yourself from pirates, if people have the plugin files they can use them, there's no way to work around that fact.

  • this is basically a goto, which is something you really avoid in all programming languages because it makes code horrendously spaghetti like and hard to manage. You need to give a good use case to justify something like this, and you're example wasn't one, no example for goto's ever are. you could use the stop loop condition, or simply use a variable to choose the right sound. there are ways around goto's and goto's should be avoided.

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  • you can use javascript objects as hashtables/dictionaries, with each key being a branch of a tree, and each key can in turn store another object which is also a hastable/dictionary. This wouldn't be difficult at all so read about javascript!

  • definitely possible, although the caveats to get it to interact with constructs collision system would probably limit the usability. It's one thing to have a nice tech demo without much interaction, and another to have it usable in a game. I might take a look at trying to implement it eventually though, it seems like an interesting challenge.

    Since it's pushing stuff onto the gpu and construct doesn't facilitate very low level access to the context i'd probably do it similar to Q3D on an external canvas.

  • use paster...

  • I think it's generally a good idea to stick to ASCII when naming files or you will run into problems, not every software developer is thinking about how to set things up to work with foreign languages and every possible file system, it'd be like complaining something doesn't work properly on an Amiga's file system.

    CD's are old and largely obsolete media, and the only real answer is to be more careful mixing new standards with old standards. forward compatibility is tricky and there's always going to be unavoidable issues.

  • for "x" 0, width

    for "y" 0, height ------------ create object pixel at (loopindex("x"),loopindex("y"))

  • you just need two for loops to create all the objects, however you should really use paster instead of separate objects for each pixel.

  • xeed, what you're attempting will most likely not have good performance. I think you're trying to make something similar to worms where the terrain is destructible, and really you shouldn't be using collision checks at all. You need to use some kind of fast bitmasking on a fast array, and you'll likely have to do some magic in javascript to get something like this to actually work properly at real time speeds since javascript isn't very friendly with low level array operations. representing each pixel by a sprites is a really terrible way to go about it and the n^2 complexity will make it unusably slow. It's a lot harder than it seems!

  • Is there any method of retrieving an array/list of the instances which are to be created before ".oncreate()" is called? i wan't to scan through the properties of multiple objects to do some preloading of specified files in the properties.

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