tulamide's Forum Posts

  • Nice to see you are back on the track. A lot of details are taken care of. Your hard work helps me getting things done that I never thought I would.

    But as much as I like to see such a big update, there seems to be problems. The 3D object was the first I wanted to check out. The result was that running it immediatly exits the exe and even the debugger.

    And could someone who already downloaded my watch.cap (see signature for location) try to run it with 99.9? I can't move the window correctly (vertical movement completely ignored, horizontal movement weird). Exiting the watch.cap was originally done by clicking on the icon in the upper left. Now it needs a double click, although the events are still the same.

  • I don't mean to be rude but changing the display resolution does the opposite of what I'm going for ;; It might come in handy for another option though..

    I meant I DO want to stretch the display when resizing the window, but I don't want the interpolation that comes with it. Basically my game's window width and height is 256x224. I just want to stretch the window out to 512x448 or higher so it's easier to see. I used the window object and "set size" to achieve this, but like I said it automatically messes with the graphics and makes them blurry. With that said, is there a way to resize the window and it's contents without distorting the graphics?

    Sorry for any confusion.

    You are not rude

    Changing the display resolution does what you want (instead of resizing the window), you just need to rework the content to your needs (point sampling is still required, of course).

    Your actual example as pseudo code:

    +(Some trigger, eg On key pressed)

    ->System: Set layout size to 512x448

    ->System: Set zoom to (200, 200)

    ->System: Set display size to 512x448

    The only thing left to do is reposition the "camera", but that's dependant of what you want to show or what other events or plugins you use therefore, so I'll leave it out.

  • ... nah, kidding!

    So I'm the real Sonic? Now that explains my hyperactivity...

  • I don't think there will be a extra thread for it (well, maybe a little teaser ), but when I think of it being a final version, I'll post it as always in the completed addons subforum

  • ... What happens is even though I'm using point sampling, the graphics become distorted/blurry after resizing the window; as If I've chosen linear sampling instead. Any idea how that can be fixed?

    That happens if you just change the window size without changing the display size while in the properties you have "Resizing" set to "Disabled" or "Stretch window content"

    My best experience to date was to use System: Set display resolution (More of your game will be revealed or black borders, if you have smaller layouts), esp. when switching during gametime. This action sets the window size automatically in relation to the new resolution, you just may need to reposition it.

  • You can create an alias function that you may use as a condition. Your function returns either 0 or 1, so you could setup the alias like this:

    +On function "I'mReturningOne"

    ->Function: Set return value to 1

    +On Alias "BeTrueIfOne"

    ++Function.I'mReturningOne equal to 1

    ->Function: (Alias) Return true

    Then you can call the alias as a condition:

    +"BeTrueIfOne" (isolated)

    ->Do amazing things if return value is one (= alias returns true)

    +Else

    ->Do even more fun stuff if return value is zero (= alias returns false)

  • Ah, now I see! I got you wrong. I thought you wanted to dynamically resize an array according to some kind of higher and lower resolution (like a fake zoom in/out, or similar to the mipmapping). Sorry, and good luck with your project

  • We come to the borders of my knowledge, so my answer is a bit vague. I know that shaping a window is done by using a black&white bitmap and that it is done on the sytem layer. Also I would assume that shaping a window is only possible on the 2D-layer of the system. In other words: with DirectX as in Construct you can't have a shaped window, regardless of using Constructs parameters or using Python. I hope some other with a bit more knowledge can answer it more precise.

  • Hi,

    1. Water Refraction/Heat Waves. Is this currently possible in Construct? I don't mean just using some object and giving it a warp effect though. I'm looking for an object that will grab whatever is behind it and move the pixels in a sinewave type motion or something; similar to Multimedia Fusion's "water surface object", or the "perspective object". I found a refraction effect when I was searching around earlier, but the download link just opens a text file..Not sure if it's the effect I'm looking for anyway.

    Moving the pixels in a sinewave type motion is exactly what the warp effect does. You may apply it to a layer to affect a whole layer or the canvas object to affect everything behind the canvas object.

    Effect files are plain human readable text files with the suffix ".fx" Just have a look at the first three lines. If they represent this

    // Effect Name

    // Effect Author

    // Shader Version

    then you have found a Construct effect, just place it in the effects folder.

    2. "Palette swapping" or changing multiple colors on a sprite. Something that will allow me to change colors on a sprite by predefined values. Is there a way to do this yet?

    Glad you ask

    3. Don't shoot! Is there any type of gamepad support besides the 360 yet? I dunno if it's just me but I can't stand using a keyboard to play games. I've gotten used to it but some of the games I make kind of require a gamepad.. unless you've got 6 fingers. That and well, not everyone has a 360 controller..

    I saw something here on the forums, it was either a plugin completely supporting standard controllers or some driver that accesses standard controllers and pretends to be a 360. Something like this. I'm sure others can answer that more clearly.

  • Your cap does exactly what you ask it for

    The problem is that the two subevents are run one after the other right away. This is what happens in one frame when you click:

    First subevent

    The global equals zero, so the action is performed setting the global to one.

    Second subevent

    The global now equals one, so the action is performed, too, resulting in the global being set to zero again.

    Solution:

    If you just need a simple state (0 and 1), instead of the event with two subevents just use the following one.

    +On left clicked on Sprite

    ->Set global to 1-global

  • i am making a game without a window titlebar and border, but i don't know if it possible to make the layout background invisible, so, if possible to do it?

    As far as I know that isn't possible, I'm afraid. (If you want to see the desktop behind your game, that is)

  • The simplest way to have flexible multi-dimensional arrays is using a one-dimensional.

    Let's say you have an array of 100. If you now want to use it one-dimensional you access it normally (x1, x2, etc). If you'd want to use it as 10x10, you'd access it with (y - 1) * 10 + x, so that [x5, y5] would equal x(45). If you'd want to use it as 4x7 you'd access it with (y - 1) * 7 + x ( e.g. [x3, y6] would equal x(39)

    I'm not sure if this helps you or makes enough sense.

  • Too many youngin's... makes me feel even older.

    I hate you all.

    ~Sol

    Poor old soldjah ... Hope this raises your spirit

    (I apologize for the poor quality - will never take a flash photo again )

  • new stable release soon? its been 7 months? 8 months? since the last "stable" build?

    From the initial post:

    This is a candidate for a new stable build because 0.99.62 has some pretty serious bugs we've since fixed.

    This release (.85) needed testing and if all works fine I expect this to be the next stable soon. And that would mean you're already working with a stable version (if you downloaded and installed it)

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  • Well, yeah, I think I deserve pushing my embarrassement again and again by not letting the thread die