Somebody's Forum Posts

  • Where can i download this, if i click the link it takes me to the Early Adopter page of the website?

    You should have the link in the email you got upon buying C2.

  • It uses the standard basic 3D formats, such as .3ds or .obj so I'm pretty sure you can export those from SketchUp.

    Or if you are making simple models this program - is quite neat.

  • This is totally neat! But level 3 is too easy, you just set the power to 45 or so, aim left and they all go straight in. But other than that nicely made and quite entertaining... I feel like borrowing the idea, heh.

    Didn't hear any sounds, though (on Chrome).

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  • Uh, ERREUR 404 - Document non trouv�... :(

    Btw, for small problems like this the Scirra chat can be quite helpful as well.

  • Thanks, newt. I have made a slightly more complex example, which adjusts the values over time and does some little tricks as well. I tried to comment most things so it should be pretty straight forward.

    <img src="http://i244.photobucket.com/albums/gg36/some9000/48234365.png" border="0">

    Grab it here.

  • Hi all. Thanks to Yann I'm finally also doing plugins and have managed to realise something that I have felt the need for for a long time...

    <img src="http://i244.photobucket.com/albums/gg36/some9000/b4ae9a02.png" border="0">

    It's super-basic. What it does is take the human-friendly values of Hue, Saturation and Brightness and turn them into computer-friendly values or Red, Green and Blue.

    And then you do things like this:

    <img src="http://i244.photobucket.com/albums/gg36/some9000/9f6bbd25.png" border="0">

    Easy as pie:

    <img src="http://i244.photobucket.com/albums/gg36/some9000/6d705197.png" border="0">

    It has no actions, no parameters for edit time - all it does is convert your HSB values into the RGB type that Construct Classic likes. So you can use it wherever that is welcome, like, say, right clicking on sprite filter colour dialogue and picking "Use Expression".

    Here is the plugin. And here is a quick example.

  • What exactly doesn't work for you? And if so why don't YOU make it and share with the community?

  • Try an event like this:

    <img src="http://images.devs-on.net/Image/7xp2UeRPju6Wbqk-Construct2testbu.png" border="0" />

    Which means you rotate the object 90 degrees per second. Change the number as necessary.

  • From my experience 300 tiles is nothing - I have had projects where a single explosion produced more objects than that. And the whole thing started getting slow around 10000 objects on screen. Meanwhile large textures brought the framerate down a lot faster. So, unless you are doing something really fancy with the tiles (such as baking in shadows or such) you are probably just fine with 300 or even 3000 objects.

  • In theory you could have a global variable, say "Delay" and have something happen Every "Dealy" ms. And every time it happens assign "Delay" a random value in the given range. If it was, say between 40 and 60 ms do a "Delay" = 60-Random(21)

  • I must say while it certainly channels Limbo it sure looks very nice and all the interactions seem to work great.

    With some more original physical things to do this could be pretty damn cool.

  • The same happens to the Canvas object (if I remember correctly) - IF it goes (partially) off-screen to the left or above - right and below are safe. I suspect it has something to do with their coordinates becoming negative.

  • Ok, here's a little bug:

    Say we have a sprite with an origin point and in the other animation frames this origin point has a different location.

    If the animation plays, all is well, but if it doesn't and we set the frame then the origin of the first frame is used.

    Actually while testing this turned out to be even closer to that than may seem - if the animation is stopped at the start of the layout then this problem shows itself. If the animation gets a chance to play and then gets stopped there's no problem.

    So the bug may actually concern initializing animation frames if they haven't been played yet.

    Anyhow, here's a capx - pay attention to the origin point in frames 1 and 2.

    Thanks to Kyat for checking this with me.

  • I use 5-Random(11) for cases like this.

  • And if you try the same in, say, Paint?

    I'm using PS and Paint.net and it work just fine. I suspect Gimp doesn't play nice with the standard Windows image copy/paste format.