QuaziGNRLnose's Forum Posts

  • Lol Construct can never compete with UDK.UDK is a 3d games creation prog and Construct can only do 2d stuff.But Construct is the ultimate 2d games creator so far.Although Construct is still in it's beta form it can definitly compete with mmf and games maker.

    UDK isnt a "games creation prog" its an engine

    i'd say its safe to call construct a development kit

    [quote:25qlg9xs]"Making its debut in 1998, the first generation Unreal Engine integrated rendering, collision detection, AI, visibility, networking and file system management into one complete engine.

    basically what makes an engine or a DK what it is, is the fact that it integrates pretty much everything you need to make a running game, in this respect construct does exactly that. and it has integrated support for its own event language and python, but even though it uses events i think that still classifies it as an engine nonetheless.

  • Cant open it in version 09991, because it was saved in a newer version. Something wrong or do i just need the unstable build?

    afraid so

  • i agree, but what would be really nice is the ability to make physics objects in the layout editor, you know be able hinge them together and stuff, instead of having to spawn them into shape.

  • I think Its some problem with the window object handling the caption size, it should work well with caption in application properties turned off though.

    what windows are you using? it works fine with my vista version, but perhaps on XP it doesnt, since the caption is a different size?

    Whoever changed/fixed the window object probably neglected to realize this?

  • Wow people, I'm not mean about 3D games like gta 3 or something. I just wanna simple 3D games like Quadnet (

    Subscribe to Construct videos now

    ).

    So it would be great to add some light on the scene, which will gave some polish effect for 3D objects.

    Animated 3D objects (sprites) Would be cool.

    3d lighting isnt going to happen, although making a game like quadnet is entirely possible!

  • all i can think of too fix it now until the windowXY problem is solved is to disable caption in application properties.

    EDIT: seems to work fine for me in 99.92

    are you sure youre running the correct file/ did you redownload it?

  • When I ran this Quazi, the sprite was constantly drifting left... also lost any ability to close it, I'm thankful for Alt+F4 haha

    it because of your version, i forgot about the changes to the window object, and it seems something is bugged about those changes with the windows x position in regards to the windows width, one thing fixed another kinda broken i guess.

    anyways, i fixed it so it SHOULD work in newer versions, just re-download it

    And alt-f4 or through the application itself is the only way it'll ever be closable, since your effectively highjacking the windows cursor

  • Mouse Movement with Speed and Smoothing control

    http://dl.dropbox.com/u/1010927/Mousemovement.cap

    download the .cap, its fairly straightforward

    the 'speed' variable controls the movement speed of the mouses as a decimal from ]0 , 8[ 0.5= half real speed, 1= real speed, 2= double real speed etc. the 'smoothscalar' variable controls the smoothing speed of the mouses as a value from ]0 , 1]

    1= no smoothing, 0.8= fast smoothing, 0.5=medium smoothing, 0.2=slow smoothing etc.

    using 0 will break both of them, don't. Using a value larger than 1 for smoothing just messes it up, since its relying on division, don't do this aswell.

    The Only Event required for this to work is the first Always event, The order of the actions DOES matter, so pay mind to them when you're putting this into your game.

    Hope this was Useful!

    ~Quazi

  • dammit overlooked another thing.................. AGGHH!

    yea sorry about that, i guess i should test things out before writing them, it was early in the morning and i hadnt though about the boundry and backlash that are causing these problems, heres a perfect version:

    http://dl.dropbox.com/u/1010927/Mousemovement.cap

  • oh forgot about that, i believe the mouse and keyboard object can set the mouse cursors position, all you have to do is set it to the center of the monitor after everything in the always and it should work fine

  • of course theres a way to do this!

    first youll need to find the mousex?, mousey? as i call them

    ? just meaning change in but thats not important

    to find these, your going to need to make 2 new variables, they can be global or object, doesnt matter really, personally id store them in the cursor sprite just to keep things organised

    then your going to need your everyday vanilla "always" condition.

    make your two variables called MDeltaX and MDeltaY

    then set MDeltaX, to mousex, and MDeltaY to mousey

    simple enough as it is

    now youre going to want to make your event to move the cursor object, ill call the object CursorS since i dont know your cap

    Make sure that you remove all events that change the position of this object in anyway in the events following this, or else it might not work

    so make a new action of "set position" for CursorS

    set X: .x+(mousex-'MDeltaX')*('MouseSpeed')

    set y: .y+(mousey-'MDeltay')*('MouseSpeed')

    this should be ABOVE the set MDeltaX,MDeltaY actions

    MouseSpeed is another variable of CursorS, if you set it to 1, the mouse speed will be normal, 2 will be twice as fast, 0.5 half as fast, etc.

    your code should look as follows:

    [quote:qyf8c0xp]

    Always:

    CursorS: set position:[quote:qyf8c0xp]set X: .x+(mousex-'MDeltaX')*('MouseSpeed')

    set Y: .y+(mousey-'MDeltay')*('MouseSpeed')

    CursorS: Set 'MDeltaX' to:[quote:qyf8c0xp]MouseX

    CursorS: Set 'MDeltaY' to:[quote:qyf8c0xp]MouseY

    thats it!

    As for smoothing... you wouldnt really need cos or sin, but youd have to make 2 more variables and make them "follow" MdeltaX and MdeltaY, so that they can only gradually change over time

    its a bit complicated:

    youd need 'Mfx' and 'Mfy', and youd need to change the set position event to use those instead of 'MdeltaX/MdeltaY'

    then youd add two new actions above the set position event for CursorS

    set Mfx to: 'Mfx'+('MdeltaX'-'Mfx')*0.5

    set Mfy to: 'Mfy'+('MdeltaY'-'Mfy')*0.5

    you could play around with the 0.5, if you made it closer to 0 it would smooth slower, if you made it closer to 1 it would smooth faster

    your code should look as follows:

    [quote:qyf8c0xp]

    Always:

    CursorS: Set 'Mfx' to:[quote:qyf8c0xp]'Mfx'+('MdeltaX'-'Mfx')*0.5

    CursorS: Set 'Mfy' to:[quote:qyf8c0xp]'Mfy'+('MdeltaY'-'Mfy')*0.5

    CursorS: set position:[quote:qyf8c0xp]set X: .x+(mousex-'Mfx')*('MouseSpeed')

    set Y: .y+(mousey-'Mfy')*('MouseSpeed')

    CursorS: Set 'MDeltaX' to:[quote:qyf8c0xp]MouseX

    CursorS: Set 'MDeltaY' to:[quote:qyf8c0xp]MouseY

    if any of this doesnt work just ask, i or u might of made a mistake.

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  • many of the things Candy mentioned are already possible / make no sense in 2d

  • oh and btw, found this online

    http://www.dgp.toronto.edu/people/stam/ ... /jgt01.pdf

    seems like another rather fast implementation of fluid, and it wraps around screen edges

  • diagonals could possibly "work" if you allowed the fluid to "interesect" (pass onto the the cell with a diagnol in it), you could only allow for full cell or 45deg cell, but that would allow you to approximate a shape acceptably, if the fluid passes onto a 45 deg cell it would be treated as a normal cell, not a solid cell, but still would deflect the velocity vector in that cell based on the 45deg angle and previous velocity(?) (dont know if youre implementation stores that) however you would do that or something similar.

    i dunno just putting ideas out there, again im not sure of your implementation so i dont know if my ideas are possible/would work

    i wouldnt mind if fluid could pass into 45 deg angled solids like that, seeing as solids would probably be infront of fluid gfx anyways.

    sounds good about the particle advection.

    oh yea, was wondering if implementing gravity onto the fluid is also a possibility, i would imagine its a simple case of adding/doing gravitational acceleration to the y velocity vector? you know to add a kinda heavy smokey-ness like when dry ice releases gas.

  • im pretty sure ya, so that would be possible using events? sounds good.

    getting the fluid speed at an arbitrary point though, would it automatically interpolate, or only give the velocity at the nearest square