RayKst's Forum Posts

  • ops forgot link sorry : http://www.asantee.net/ethanon/

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  • Just discovered it , it's a 2.5d game engine/editor , 2.5d in this case means that it uses 2d dynamic (and static) per-pixel lightning, and dynamic shadows. (using pixel and vertex shaders, normal maps etc.) It does what was been discussed in this topic :

    http://www.scirra.com/forum/viewtopic.php?f=2&t=5457 and much more. There's a remaked chrono trigger scene made in the engine that looks awesome . Definitely worth a look

  • great plugin . I only missed support for curve paths like beziers or something like that. Other than that it's all good

  • great I'm brazilian too so that's definitely a good idea to spread the 'news' about contruct to the people here...

  • application menu... think it's not possible yet ... if it is i'd like to know

  • ohh great update gonna try it now

  • thnx for the response i tried it this way and it worked:

    <img src="http://i47.tinypic.com/24m5bnp.png">

  • hey lucid , i've been playing a bit with your "S" plugin and it's great so far So could you or someone assist me on this? : how do i delete an object and destroy it only without destroying all the others ?? I've tried "destroy object", it destroys the object but do not delete it from array... and "delete object" , removes it from array and destroys all the others (only one type) .Does it has something to do with object range ?

  • i sugest you make a for each object enemy on always loop and test if player coordinates are inside a certaing range.. if it is set enemy follow variable to one if not set zero ..

    for the jump you can use a similar approach except maybe you'd want the enemy to jump only once..

    i checked your cap and found a solution for it but it results in crash sometimes and the enemies glitch sometimes so i would do like i said above

  • there's an alternative that i think uses a similar method but maybe would be more efficient, the technique used on http://bit.ly/49np5J . You select the sprite in the spritesheet and it then shrinks the boundary to cover exactly the sprite frame. Then it exports the animation coordinates "map" as XML like <Frame1>rect(x,y,w,h) etc... Though you have yet to adjust the offset sometimes... I'd like to have the source code of this program :

  • yeah i know there's some restrictions when using this method. I've read the code that does this. it basically receives a png file , x, y and alpha limit by parameter. It then stores all pixel data in a matrix, reads it pixel by pixel beginning on position x,y , left from right , top to bottom, tests alpha value of pixel , if greater than alpha it marks it as opaque. In the end it returns all rects corresponding to the sprites in the spritesheet. How exactly the algorithm works i couldn't understand

    one implication of this algorithm is that all sprites must be alligned by Y. example:

    <img src="http://dl.getdropbox.com/u/2472278/spsheet.png">

    it would get the purple square first, not the blue one as it is expected, cause it is above the others

  • one feature that i think would be really useful is import frames of a spritesheet by alpha-clipping it. In my opinion this is much more powerful than the default grid clipping method. There's a 2d game engine(clanlib) that uses this method so i thought it would be great to have it on construct.

  • If you want the trail particles to live longer than its "master", you could set a private variable in each of them with the UID of the "master", then when a "master" object dies you would look up their children comparing their private variable with the UID of the dying "master" object and set off a timer behavior to kill it later.

    Doing so would kill the whole trail at the same time but a little while after the "master" dies.

    Of course, you could also have the timer event set off timers for other children, in which case you can arrange some pretty complex dying orders just storing the proper UID in the proper particle.

    interesting , it is more realistic that way ... the way i did the particles dont disappear right away... i'll do that thnx

  • thank you guys i made it by associating and comparing UID's ! it works

  • oops.. how do i get the object's UID ?