QuaziGNRLnose's Forum Posts

  • theres less moblur is why it looks unproffesional.

    i know what lucids talking about, its hard to explain . also, i know this sounds odd, but it looks too "real" esp with hd added on. i mean, the cameras that take it are better at focusing and finding a clear image than our eyes are even capable of, and the image comes off as if were seeing what an eagle would see, because were just seeing an awesome image that we wouldn't even be able to focus on with our eyes. i dunno its a weird sensation, not to say its the wrong way to go, but movie makers have to find all the tricks the new formats need to look better, its a renaissance, and you cant expect everything to look the greatest it will at its infancy i guess.

  • thats insanely cool, but its pretty slow? the model doesn't seem very high poly at all but its running at 35 fps, and ive gotten 300+ on models with alot more "polygons", but i used only maybe 5-10 distort maps on those models, and wrapped them up in a special way since i didn't need to fit into any real 3d format.

    from looking at your code im assuming your using a sprite as a quad for every face of the model? is that the cause or is it something else?

  • <img src="http://dl.dropbox.com/u/1010927/IMG1.png">

    This is part 1 in a planned series of tutorials. like the title suggests, this tutorial will be explaining how to build your very own 2 armed IK solver, and although plugins exist to do so, this is a stepping stone towards creating advanced expressions in construct, and what will be learned here is going to be used in my next tutorial explaining how to build a 3 armed IK solver, something which doesn't have a plugin to do all the work for you. i'll also point out some advantages of doing this on your own vs a plugin towards the end.

    For those of you who dont know, an IK (inverse kinematic) solver, is something which can make an articulated group of objects touch a point which you specify. its ultra handy for making dynamic character animation, (make your character hold a gun properly, or move his arm towards your cursor etc.) and it'll add life to your character you just cant get any other way. for example

    DOWNLOAD REALTIME EXAMPLE

    the robot seen here and at the beginning of this tut is completely rigged up using IK, i can move his arms and legs where ever i want, as can you (its drag and droppable!), and they'll go there and do exactly as i tell them. now if that isn't control over your animation, i dunno what is.

    [quote:2cxgz3fd]the only file youll need to download for this tutorial is this small (15.5 kb zip file) containing the two .caps youll be needing.

    DOWNLOAD

    so without further ado, heres the tutorial! (feel free to skim if your more advanced, this is meant to be descriptive)

    Part 1: 2 Armed IK solver

    When I set up an ik solve in my caps, I always use the method im about to show you. I import the same graphics that have been provided here, and give them the SAME names. The name part is important, because if you want to be able to reuse long expressions, objects need to have the same names in order to be picked and behave as they have in other caps. Once you copy and paste the expression, you can rename the object in the layout editor, and everything will still work, since the names in the events will all change

    <img src="http://dl.dropbox.com/u/1010927/image%202.png">

    As you can see here, we have a ?root? object, which is simply the root, or beginning point of the ik, and we use it storing all the linkages variables later on, but for now just remember it?s the point the arms are attached to, a ?shoulder?. Then we have an ?A? object, this is simply the first arm, and a ?B? object, this is the second arm, they share the same graphic, with the same hotspot, and the same image point at the ?point? of the arm, so that we can find the end of the arms. And place other things to that point without having to deal with any trigonometry.Then, we have another important object, the ?End? object, this is a point that the arms will try to touch, and if they cannot, they?ll get the closest possible that they can. Its the control point of the linkage.

    <img src="http://dl.dropbox.com/u/1010927/image%203.png">

    One important thing to note, is that these 4 objects are in a container. If you don?t already know what these are, I don?t suggest you be doing this tutorial right now, but deadeyes platform school, or ghost shooter instead. But even so, I will give a brief description, because I doubt anyone's going to take my advice .

    A container simply means that all the objects are in a group, and one cannot exist on its own, so when you create one, you create a all the objects in said container. An even more important feature of containers, is that it relates objects within the same container for object picking differently than it would, an object that isn't a part of it. What's different is that if you were to lets say, tell "A" to set position to "ROOT", in an always event, which wouldn?t specify which "A" to attach out of a whole bunch, it would only pick the "A" in the same container group of the "ROOT". So if we picked a certain "root" in some other condition, and set "A" to it, without specifying anything about "A", it would know which "A" to pick and it would only pick said "A" for that "ROOT", and none other, even though the event didn?t specify otherwise. I'm going to ask you to all open up the provided cap called "2 arm ik"

    Add each object to a container now , if you did everything right it should look like the image below, and add a drag and drop behavior to "END", and "ROOT", this is just to simplify testing.

    <img src="http://dl.dropbox.com/u/1010927/image%204.png">

    So now we have everything we need so far set up layout wise. Time to move onto the daunting part, EVENTS. Yea this might be a little scary to some people, ?what do I do IZ so hard!??, or some other peoples reaction, ?I cant do anything with this, its for b3ginn3rs and I r is too 1337 for it, I know GML? your both wrong, this is what makes construct so awesome! but anyways, open up the event editor right now.

    Were gonna start the IK solver events, add a ?For each? from the system object, and make it a ?for each Root?, it should look like this. For each?s run the event for each object of that type, picking that object when they run for it, and consequently will pick the related objects in the container, if you ever specify an action for those.

    <img src="http://dl.dropbox.com/u/1010927/IMG6.png">

    Add an action that sets a new private variable your about to create for "ROOT" called ?C? to this

    clamp(distance(Root.x,Root.y,End.x,End.y),abs(A.width-B.width)+0.0000000001,A.width+B.width) [/code:2cxgz3fd]
    
    <img src="http://dl.dropbox.com/u/1010927/img7.png">
    
    which ill explain later, and now make another variable called ?AC? and set it to
    
    [code:2cxgz3fd]Angle(Root.x,Root.y,End.x,End.y)[/code:2cxgz3fd]
    
    <img src="http://dl.dropbox.com/u/1010927/img8.png">
    
    Now if these two events look complicated to you, I suggest reading over the SYSTEM EXPRESSIONS article on the construct wiki. 
    [url=http://sourceforge.net/apps/mediawiki/construct/index.php?title=System_Expressions]http://sourceforge.net/apps/mediawiki/c ... xpressions[/url]
    try looking for all the things I used, and understanding what purpose they served.Now that we have all the actual values we need to solve the ik, we can do just that!The method I used was that of the ?intersection of two circles? 
    [url=http://local.wasp.uwa.edu.au/~pbourke/geometry/2circle/]http://local.wasp.uwa.edu.au/~pbourke/geometry/2circle/[/url]
    [url=http://mathworld.wolfram.com/Circle-CircleIntersection.html]http://mathworld.wolfram.com/Circle-Cir ... ction.html[/url]
    and another way to look at it is the ?law of cosines? for solving an unknown angle in a triangle who's sides we all know.
    [url=http://mathworld.wolfram.com/LawofCosines.html]http://mathworld.wolfram.com/LawofCosines.html[/url]
    if you?re pretty good with math, I suggest you try figuring out the rest of what you need to do on your own, as it will be a great exercise, and then look for possible problems with your method. Remember that I figured out how to do this on my own, using only these references a long time ago and sparked the creation of a plug-in by some else to make it even easier. If you can figure out how to convert the above references into a working construct example like I did, I salute you, and I'm sure youll make a fine constructor indeed young padwan.For those of you who are too lazy to try, or don?t believe you can figure it out, don?t worry. I'm going to give you the nice cut and pastable expression, and for those of you who did, please read over this part as there are a number of things you might not of realised while trying to build your own expression, limiting the ability of what you can do with your solver.
    
    <img src="http://dl.dropbox.com/u/1010927/img9.png">
    
    First off, you wanna be sure to set "A"s position to "ROOT" (remember the container we made a while ago) try to think how that would make multiple pairs of "A"s and "ROOTS"s react because of this action in the for each. now make an extra "ROOT" in the layout, run the layout, and see what happens? Were you correct in your assumptions? If you were you should of seen two "ROOTS"s with two "A"s sticking out of them. But you didn?t create two "A"s? it doesn?t matter, everything in the container must exist as long as one of the elements does, destroying one of the elements will destroy them all. There was also an extra "B" and an extra "END", but you didn?t see them because 
    they were stacked coincidently (in the same position, angle etc.) as the other ones. Anywho, now that "A" is ?tethered? to the "ROOT", we can set its angle in the direction it needs to be for the arms to reach the end point (or the closest point to it). Remember what we are trying to achieve here. IK stands for ?inverse kinematics?, a fancy way of saying, we want to determine the orientation of a bunch of connected arms, so that the arm linkage's very tip, reaches a point that we give it. So right now we are orienting "A" in an angle that would allow it to be exactly an arm "B"?s length away from the endpoint (or the closest real solution near it without breaking the arm,
    more about how this is done in our expressions later)
    
    <img src="http://dl.dropbox.com/u/1010927/IMG7%20%282%29.png">
    
    So, remember how I said were using the circle intersection solving method?, what I just said should make you able to understand why we used it. If not ill explain. Imagine the center of the red circle as ?ROOT?, and the center of the blue one as End. The radiuses of said circles are arms ?A? and ?B? in their respective order (red and blue= ?A? and ?B?). If you take a moment to look at how circles intersect, we realise it?s the points where both radiuses can touch each others ends. This can be though of the joint, we also notice that the combination of the distance between the two center points, and the raiduses, make up the sides of a triangle, this explains why we used the distance formula, and why were going to use the law of cosines. Also note how we have two completely opposite triangles formed, since there are two intersections, but more on this later.For now, remember that what were about to do, is find the angle for a ?A? (or the red radius) where it touches the outside (or radius distance from the center point) of the blue circle. If you don?t get this its ok, itll make sense as we near the end of the process, just remember the radius lengths represent arm lengths, and think about that while looking at the above photo.
    
    OK so without further delay, heres what we need to do. Set the angle of ?A?, to 
    
    [code:2cxgz3fd]Root('AC')+acos((A.Width^2+Root('C')^2-B.Width^2)/(2*A.width*Root('C')))*Root('dir')[/code:2cxgz3fd]
    
    your going to need to define a variable ?dir? for the object root once you press finish. That?s why the textbox turned yellow. Remember to set the initial value for dir to ?1? or ?-1? nothing else. You won?t be do anything important by making it anything else than those, but I?ll explain later as to why.
    
    Hmm that looks awfully complicated doesn?t it? Well if you read about the law of cosines it should look really familiar, besides one or two things near the beginning and end. Also remember that ?^? means raise to power, so ?DOG?^2, would mean the value ?DOG? to the power of 2, or DOGxDOG. Note how we use the width of the arms as side lengths. And root(?C?) as one as well. Root(?C?), is the distance between ?END? and ?ROOT?, and we called it ?C? because it?s our third arm in the triangle! A.width, B.width, and root(?C?)? get it!? Anyways, this was the last big expression, in fact the last one for this part of the tut. Now all we have to do is position ?B? onto the end of ?A?, by adding an action ?set B?s position to A? and then in the text box below, write ?point? with the quotations ? finally, create an event which sets B?s angle towards ?END?. We could have made another expression like the one above, but that would have just been a waste of time since it would have gave us the exact same result.
    
    If you did everything correctly things should look like this:
    
    <img src="http://dl.dropbox.com/u/1010927/img10.png">
    
    If not I provided a cap called ?2 arm finished? with the completed example. Look at it and see where you went wrong. 
    
    So now everything's completed, and you can start playing around with what you made, go to the layout editor and make a bunch of roots. Then run the layout. You should see a whole bunch of arms pointing toward one ?end?, this is simply because you didn?t create any extra ends, and so construct spawned all of them on the same point (coincident and containers again). Drag and drop the ?end/s? to split them apart. To stop this from happening just make extra ends and it'll show you which ones are for which roots. Also try adjusting the widths of certain arms to make asymmetrical ones.
    
    <img src="http://dl.dropbox.com/u/1010927/img11.png">
    
    Now remember the variable you created for the roots called ?dir?? You might be wondering what its for, and its really important. Do you also remember how there were 2 intersections between the circles? Each with a triangle exactly opposite the other one formed by them?. Well, you see, the variable ?dir? in each root allows us to control the orientation of the arm attached to it, by setting ?dir? to either 1, or -1. go ahead try it (you can set variables in the layout editor, look in the properties bar)
    
    <img src="http://dl.dropbox.com/u/1010927/img12.png">
    
    Do you also remember way back when we set root(?C?), how the distance formula had a bunch of other stuff next to it
    
    [code:2cxgz3fd]clamp(distance(Root.x,Root.y,End.x,End.y),abs(A.width-B.width)+0.0000000001,A.width+B.width)[/code:2cxgz3fd]
    
    Well, if we break up this equation we see that the Clamp(param,param,param) encompasses everything, I suggest you actually go read the systen expressions page in the wiki if you already havent, and look at what clamp does. If you know what it does, youll see that the value being clamped is the distance.
    
    <img src="http://dl.dropbox.com/u/1010927/IMG10%20%282%29.png">
    
    why do we need to clamp it? Well if you look at the left most image here, you'll realize, that it has no solutions! If we were to evaluate the expression without clamping distance, it would very well be possible to end up with this result, but instead we clamp it so that it returns a value similar to the middle picture when its too great.
    
    This value is simply the sum of both radiuses, or alternatively, the sum of both our arm lengths. On the other end of the clamping spectrum, what It does isn't very apparent. That?s because the arm lengths are equal. If you stretch the width of one of them longer, youll notice that the arm cant find a real solution if the end comes in too close. Imagine one circle being inside the other, and their edges don?t touch. Well the other end of the clamp makes the arm behave like your seeing, instead of freaking out all over the place do to a lack of solutions, it finds the closes possible one, a distance which is the absolute value (+ version only of a number) of the difference between arm lengths. As a picture it would look like a circle with its edge up against the other, while still remaining completely inside of the bigger one. The addition of 0.000000001 that you see is simply to prevent the value from being zero, as that would cause a distributive property of zero problem or wtv you'd call it, and would return an infinite number of solutions since the circles would be coincident.
    
    If you'd still like to learn more about what I did, simply tinker with my expressions, deleting or altering things you don?t understand, and seeing how the ik solver behaves without those things. I also recommend you read the tuts I pointed out before hand.
    
    Linkman's IK solver plug-in can do almost everything you just learned, but I don?t use because im kind of stubborn in my ways, and it doesn?t seem to account for the ?circle inside circle? problem (if and when you read this linkman! Fix that bug if you already haven't  and the principles covered here will need to be used when I show you how to make my 3 armed, isosceles trapezoid method solver, which doesn?t currently have a plug-in (but probably will soon enough ;P)
    
    <img src="http://dl.dropbox.com/u/1010927/3arm.png">
    
    [h2]well thats all for this part of the tutorial folks![/h2]
    
    [i]if you notice any errors or somethings werent clear just point them out in the comments section, and ill explain or fix them![/i]
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  • looks like tiny blue men and creatures crawling around and dying.

    that is sooo my science fair project next year, i have a whole bunch of big speakers i could use

  • http://dl.dropbox.com/u/1010927/puppetrobot.exe

    i build ik rigging for most of my heavy animating, especially big things, as you all know.

    heres a little example i whipped up using my big robot from unfinished static scrubber.

    using only simple beziers for feet movement and sine oscillations for the arms and body, you can do alot if you make a well rigged character, and you dont have to be a great animator. this took me 5 minutes to animate and the result is pretty good.

    if i were able to code id make a puppet editor using my techniques for construct, but since i cant ill probably make a nice tutorial for everyone showing a whole bunch of my cool little techniques ive figured out.

    (alot of stuff is drag and dropable, play around )

  • That may all be true, but the point is to not put on your sassyboots and stomp around the forum. Just keep your cool. If you get upset and can't post without keeping your cool, then let someone else deal with it.

    Remember, you're under no obligation to make people see your side of things. If they ignore your cool-headed and logical debate, and persist in arguing about silly stuff, just let it go. It's not like silly stuff is going to get put into Construct because you failed to convince someone that we don't actually need Blast Processing or whatever.

    yea thats what i at least am gonna do from now on, i have a bad habit of trying to prove im right is all, and that last part made me laugh

  • i agree aswell, but some people just seem to keep asking for things they don't need to do what they're asking, they try so hard to make the devs improve construct from what it already is, without realizing the feature would actually be two steps back.

    when i first joined these forums i remember being quite defensive and aggressive at times like alot of these users at first, and made alot of requests for funcionality similar to what ive seen in mmf, but when i finally LEARNED most everything i needed to know, i was able to understand my mistakes, and i actually took kindly to advice given to me. people should just not post massive text walls in a discussion forum about something they barely understand, and then try to say a whole bunch of problems that need fixing according to their point of view, and react negatively toward anything DISCUSSED with them.

    i really don't see much elitism at all going on our side, i see it moreso on their side, in fact i've only seen users react in this aggressive way, to users who were acting like that towards them as well. and this is hardly anything new in these forums. Anyone remember our friend from blizzard? or the original Kodu construct battle along time ago. once again, its not that its new users in general, its just a larger proportion of fiery users have posted lately.

    the user base of construct is expanding from people who were well versed in mmf and similar game making tools, who already knew programming with events, to more and more inexperienced users, who've never once used these tools. and this undoubtedly leads to a shift in the balance of the forums, because a ton of people are constantly posting these kinds of beginner things, and many more of them are taking less and less time to listen to what were telling them. im not saying all of these aggressive users fall into here (nameless poster), but it has something to do with it in the bigger picture of everything. i myself knew how to use mff and i still acted stubborn and rude when i first joined.

    We need more tutorials, sigh.

  • I'm all for this as long as the users who are posting don't get mean with us, i looked back on my posts and the only meanness Ive conjured up has been today, because of some users overreaction to what i told him. other than that Ive only offered help here and there to everyone asking in a very respectful and straightforward way. it seems the rudeness only arises with the more experienced among us when the users start throwing stuff around as if they know better, posting large walls of text about how they're right about needing some needless feature and how what were saying is completely wrong, when we were simply offering to help.

    so is it us being mean to newcomers, or simply an influx of thick skulled, stubborn users have joined , who haven't experimented enough with construct to understand and accept that they're wrong.

    LostMyKeys a really new user at first was a little stubborn but after playing with construct for a little over half a month has steadily improved to be quite the respectful and understands constructs nuances like the "ancients" around here. i think we just need to give this suddent influx some time to play with construct and enforce a little better posting guidelines about what exactly should be asked, mostly shunning the creation of "can Construct do this threads" and replacing them with "How can i do this in Construct threads".

    and what i just said was inspired by a post by our good friend, LostMyKeys

    EDIT: hah seems he posted as i was writing this

  • ok so from what i understand, your problem is the controls arent working properly, not responding when you input something like right thumb up? thats never, once happened when ive used the xbox 360 controller plugin. but thats probably because i dont use the "control is down" condition, especially when dealing with the sticks. because that would simple defeat the purpose of anything being analog in the first place. your not getting any analog input from that at all, it simple checks if the -1 to +1 value is within a certain range, this cant be innacurate and i dont understand what your claiming when you say that. a simple system compare could replace it, and it wouldnt "not work" like your claiming. perhaps this is a thing i neglected to say because i don't play around with control is down for that type of thing in the first place, it defeats the whole purpose of analog and could simply be replaced with keyboard input. but i thought someone who made the point that analog type control was so important wouldn't even be using this type of command in the first place.

    Anyways the whole reason i went off in a tangent about the accuracy of the analog sticks and all that anyways in an aggressive tone is that you say all these weasel words about the sticks and make unverified claims to prove your point. also you just say things that are completely wrong and vague.

    [quote:ll24n1v6]My comments about the analog stick problems are a fact. It's a well known fact that the XBOX 360's analog stick accuracy is off, and it's been an issue with commands in football games on the console. All Pro Football's kicking game issues come to mind, and there are others in Madden. In Construct there are some issues with the analog sticks accuracy and the way it decides which stick is being activated for certain commands.

    [quote:ll24n1v6]It's accepted but it's not very accurate, and you definitely need it to be moreso for sports games.

    thats why i seem to attack what your saying, because your WRONG and you seem to be to stubborn to think otherwise, trying to make me seem like im such an asshole for correcting what you've said.

    also you take a little comment like

    [quote:ll24n1v6]dont dismiss things without completely understanding what it is they can do, thats just a little bit ignorant.

    as if im insulting you and calling you an idiot. I'm simply referring to ONE thing you did, which you WERE wrong about, for said reason. i didn't attack you at all, simply the things you were saying. and if you cant take a little rebuttal to your post what the hell are you doing in a discussion forum or communicating through the internet in the first place.

    [quote:ll24n1v6]Absolute nonsense. Not only do you not have a clue as to what you're talking about as you haven't seen ONE line of what I'm doing (which should've led you to stop before you posted that), but explain to me how you can possibly screw up a simple one-line command that makes a character jump up by pressing up on the right stick? You can't, because this is a basic operation of Construct that cannot be done in error, yet there are issues with it's accuracy and selection, and there are issues with it in other programs. Accuracy is a control issue, the selection is a software issue. But whatever, believe what you want. You know everything.

    [quote:ll24n1v6] Yeah, exactly Mr. Know-it-all. So don't act like you know everything and have some psychic ability to know what someone is doing wrong in something you've never seen. That's beyond condescending, but I'm sure you'll reverse that and say it's my fault rather than yours, right?...

    i dont need to see what youre doing, i can forsee the problems your running into with what little clues i was given by you and previous things you had said in other threads, theres not that many ways to handle analog control input from the controller, and problems i assumed you seemed to be having were pretty typical so i could formulate my posts based on them. but once again you just said something aggressive towards me because of your lack of experience with construct, thinking that you know what your saying and what i was trying to say in my post, which i admit would seem vague from your point of view, my apologies for that, i simply assumed you were looking at it from the point of view which someone who made the mistakes i assumed you had made, i should of explained what i thought you did beforehand, but even so i still think that you've done something wrong in your programming using the control is down method instead of measuring the outputted value. so no, im not wrong, or condescending, because i dont need to be psychic to get a general idea of what youre doing, theres only 2 real ways to do it.

    [quote:ll24n1v6]Simple situation: I posted an IDEA thread. What the hell does that have to do with "knowing all the problems"? LOL. What does it have to do with "problems" at all? This wasn't about problems, it's about ideas and that was pretty clear. You somehow completely misunderstood that, and now you're acting like an a-hole. I don't know what your issue is, but please go away and don't post to me anymore.

    what ideas did you post in the first place? the thread is called "3 things I'd like to see in future programs" seems awfully like a feature request. secondly the "problems" im talking about are the ones about the analog joystick that you were throwing around and that were the entire reason i made my posts here, what else would i be talking about? , but you wouldnt have noticed that seeing as you cut off the top of the quote i made that you were responding to taking it out of context, once again trying to make me seem like an arse

    [quote:ll24n1v6]What the hell are you talking about? Do you even know what you're talking about? LOL. And you're the one sitting here pretending as if you have more talent than even the people coding these sports games for big dev companies, lol. I mean the statement you made about that is laughable and you're delusional if you believe it, and I believe you do. So if you're that great and you know so well what mistakes they're making, why aren't you working for one of them? Huh? Yeah, exactly Mr. Know-it-all. So don't act like you know everything and have some psychic ability to know what someone is doing wrong in something you've never seen. That's beyond condescending, but I'm sure you'll reverse that and say it's my fault rather than yours, right?...

    i know the mistakes your making. and ive made those mistakes in the past, and run into the same roadblocks, and i know ways around them.

    Dont hold up these sports games programmers as gods, im pretty sure theyre just to lazy and rushed to find ways around the problems that persist through all the games, because it takes time, and money to do so. and programmers working for these big sport's games churning out companys dont give two shits about what they're doing, its just a job that they have to do every 6 months for the next release of a game almost exactly the same as the last. and they inevitably take shortcuts and use methods they've learned during this course of constantly remaking the same thing, regardless of how wrong or what control problems it may cause.

    [quote:ll24n1v6]

    I respectfully disagree with your view there. You can clearly see where I was attacked (you can see the actual post) and it was clearly an unprovoked attack (which you can also see). I displayed nothing outside of civility towards him until that attack.

    I don't come to argue and I have nothing more to say to him so it's dead issue as far as I'm concerned.

    like ive said before, i didn't attack you, just what you were saying, but for some reason you overreact on the internet. hardly something id expect from someone "whos the nicest guy in the world", seeing as people in real life actually have a tone of voice, cant be ignored and react much ruder than i have.

    also, stop acting as if your on a higher pedestal than everyone in everything you say, without anything to back it up. try to prove what your saying a little better, or explain what exactly the problem your having is, in greater detail, when you get angry at someone for assuming something. thats partly the reason i was so agressive with you. anyways i really couldnt give two shits more about this thread because i tried to offer help and you just acted like a baby about everything because of a slightly rude remark i made, and your lack of detail about the things i was explaining.

    Also, to be frank with you, nobody's interested in making sports related things here, because sports games are simply always based upon the same thing, the same games with the same rules, multiple teams that are pretty much all the same, and not a whole lot of people are interested in making something, thats essentially been remade every 6 months for the past 15 years, and hardly changed at all, regardless of how many people you claim to want this, i really doubt the people interested in making something innovative like a game, want to waste their time making something that is anything but, and can barely ever be because of the fact that a sport is a sport because of what it is ,its rules, and what it looks like, people are just being polite in not pointing it out, but i dont care anymore because you've been a total baby on the internet and i don't feel you deserve what little respect i had for you because you've tried to attack every single thing ive said to you. and excuse me for the giant run ons in here, but like i said, i don't give two shits about this anymore and this is my final post in this totally pointless thread.

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    > Mini-thread hijack - You got me wondering, does construct accept the analog input of the XBox 360 left and right triggers too, or are those just seen as on or off?

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    It's accepted but it's not very accurate, and you definitely need it to be moreso for sports games.

    its extremely accurate, down to 3 decimal points you can control it with your slightest touch to alter it. the rheostats are extremely precise for a simple controller, and its impossible you'd need more precision because your fingers just wouldn't even be able to decisively control them anyways. just make a text object display the output of a trigger or control stick and youll see what i mean. the slightest movement WILL affect the value.

    As for the the stick accuracy being off. no thats not correct, its moreso the way games handle the sticks output thats off. the resting position not properly being accounted for, and probably your punts or whatever, not going in the proper direction is due to the stick not accounting for view angle in the proper manner, making it seem like the control is "off" because things don't go where you were logically aiming them when its simply bad programming and bad methods for handling control (which sports games are notorious for).

    [quote:c1scn14o] In Construct there are some issues with the analog sticks accuracy and the way it decides which stick is being activated for certain commands.

    this is once again bad programming on your part, and bad methods for doing things. if your even using the analog input properly, your post makes no sense, because sticks are never "activated" they simply relay the value the rheostats are getting to the program. its up to you to decide where the dead zones are and when your sticks are accepting input through your programming. you decide everything, so its a problem with the way your handling input. adding a simple falloff type curve to the output you get using some math would greatly improve how your control is affected based on how tilted the stick is. but thats completely up to you to set up, because you need to tailor things to your game and tastes, not construct.

    anyways, im only trying to help with your quoted analog stick problem here, and your coming off pretty rude to me acting as if you had deeper meaning to what you were saying in that section of your post. i said your coming off a bit ignorant because your trotting around thinking you know all the problems with everything when you've got 0 experience with construct besides your simple football game related endeavors and problems, which are probably only existing through your single project due to some strange mistake you've made without realizing (which happens to everyone, but even still, you just throw them around as if they exist outside of it, and are the cause of problems which you couldn't ever be sure of ).

  • analog joysticks are as simple as can be, they return the x value and y value for the stick. which you can get the directional angle by using angle(0,0,joystickX,joystickY). the value joyx/joyy returns is simply any decimal number from and including -1 to +1. your getting everything you need and its as intuitive and simple as it can be while still offering complete control. you just need to play around with it more to get to know how to use it and ways to solve your problems with it as you use it. dont dismiss things without completely understanding what it is they can do, thats just a little bit ignorant. its like saying "math isnt good because i cant see how many apples i have in both baskets added together" its simply your lack of experience holding you back, so go get some

    as for sports games needing to have many roudabouts to be made, thats not true. anything you try to make is gonna prove to have some difficulties. try setting up a boss in a platform game for instance. to give it seperate attack patterns that activate as time goes on and at random, your gonna have to do a lot of stuff that isnt simple. but if you think about how you could do it, its seems pretty clear after a while what exactly you have to do, and how you can build it with the hammer, wood, and nails construct gives you. this goes for anything your trying to make.

  • How'd you control them? With your tongue?

    nah just spin them with my fingers.

    looked as if i was puppeting my mood. i have some other pics of the faces if youd care to see.

  • <img src="http://i298.photobucket.com/albums/mm245/QuaziGnrlNose/boxface-Copy.jpg">

    aww yea my awesome emotion changing halloween costume at in English class, and me in it.

    i had extra face parts which could openly be edited mr potato head/fridge magnet style hidden within the box, and the eyebrows were on pivots so i could quickly rotate them to create different emotions, t'was awesome.

    i must of changed the face over 60 times over the course of the day, i even had a monocle and top hat.

    i scared many a some freshmen by looking in their direction and rotating my eyebrows into the angry slanted position.

    this was the bad ass variation.

  • i handled color swap in mr winch by breaking up the graphic into multiple sprites (mind you its only 2 colors but the same thing would work with more), with only one of the "colors" in each sprite, the other colours all alpha, and the coloured area pure white. the sprites recoloured using a filter, and you do this for each and every colour. it works exactly like color swap. its a bit of work to set up, but it beats having to import animations for every variation.

  • most important rule would probably be to change filtering from linear sampling to point sampling in application properties. that way you don't get anti aliasing on your graphics