tulamide's Forum Posts

  • Line of sight is pretty much straight-forward, you can always replicate it with events or python.

    Have a look at this thread and scroll to my "cone of view" example (cap included):

    construct.net/en

  • A general word about LOS:

    The line of sight behavior isn't designed well for use with multiple-instances-objects.

    For each loop:

    The for each object loop shouldn't slow it down noticable, if at all. An action with a multiple-instances-object will loop through the instances anyway.

    Something like

    + land: Value 'somevar' Equal to 1

    -> land: Set filter to somecolor

    will execute at the same speed than

    + For each land

    ++ land: Value 'somevar' Equal to 1

    --> land: Set filter to somecolor

  • Thank you all <img src="smileys/smiley1.gif" border="0" align="middle" />

    <font size="1">Somebody wrote:</font>

    "BUT... is it BOOM or BLOOM? Because Boom is totally taken in the future"

    I wasn't sure how to call it. I used 'Bloom' some time, but in the very last moments I found out that besides its normal meanings, 'boom' can also mean 'blossom' and even 'tree', so I decided to use it, but forgot to change the exe's name. Sorry for the confusion <img src="smileys/smiley9.gif" border="0" align="middle" />

    <font size="1">alessandroLino wrote:</font>

    "One thing that bugs me is the fact it splits in many branches in a single point. You could make it split in one or two branches with some blossoms, but more often along a branch. This way the trees would be more 'solid'(couldn't find a better word) instead of having looong branches sometimes. Could be an optional setup, as there are some trees that actually have loong branches."

    I am aware of that and it is one of the things I try to improve. The problem is, that it all really behaves similar to DNA. It's not as easy as clicking a switch or changing a variable's value. All depends on each other and the slightest change at one point influences everything else. But it will be improved soon <img src="smileys/smiley1.gif" border="0" align="middle" />

    Oh, and for the curious: The trees used in the images of the first post are -666, 207 and 824

    (I hope the minus sign will be displayed correctly, instead of a question mark)

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  • So you are in desperate need of some trees? Fear not! <img src="smileys/smiley4.gif" border="0" align="middle">

    <font size="3">This is Boom.</font>

    Billions of trees for you to use.

    No repetitions.

    Brushes.

    Ease of use.

    <font size="3">And this is Boom.</font>

    Two of Boom's generated trees used to compose a landscape

    <font size="2">You need a more artistic approach to trees? Here you are:</font>

    Demo 1a: A tree created with Boom's artistic brushes pasted onto a canvas

    Demo 1b: The same tree after a few effects applied in Gimp

    Demo 2a: Again, one of Boom's generated trees pasted onto a canvas

    Demo 2b: The same tree as in 2a, with a few effects applied

    Well, I'm no artist, so I can't really show the full potential of Boom. Just try it for yourself.

    The tree generation is not strictly based on L-systems, it has a more versatile alphabet based on Perlin noise.

    Some issues:

    It seems that alpha is premultiplied, it therefore sometimes merges with the background color on the edges when saved as PNG. A future version will have selectable background colors to accommodate to this issue.

    The blossom colors are limited to just a few variations. I couldn't find the cause for this yet.

    Planned for future versions:

    Options for tweaking every tree's DNA (e.g. overall size, spreading of the branches, bending, depth of inheritance, etc.)

    User brushes.

    Higher resolution.

    Higher generation speed.

    Be warned: Boom is very CPU and GPU intensive. With decent hardware it will be fun exploring Boom, but if you are on the low-end side, you have to train your patience.

    Using it is easy: Enter a seed as a number from ?2,147,483,647 to +2,147,483,647 (that's 4 billion unique trees!), and click on "Plant!". The rest is up to you.

    For now, a seed number is unique. That means, if you remember the number and enter it later again, you will get the same tree as before. However, I'm planning on higher resolutions, and that will break it. In other words, those numbers are unique only within one version of Boom.

    Download Boom v1.0b1:

    mediafire.com/file/s7a732y669d23l7/Bloom_1.0b1.rar

  • I don't know if it helps in this situation (I'm not sure if I fully understood the issue), but you can always have audio being unaffected by timescale (Properties/Timescale audio)

    Also I made an example of staying time-based (and keeping a few things running, e.g an audio fade) while Timescale = 0 in "Verve!", an example game. You can find it in the examples & tutorials section.

    But again, not sure if it helps in this specific case.

  • Like I said, it is not so much the blue that I prefer, I just don't want that glaring green. Really, it gives me headaches after a few minutes of watching. Whatever color, just use it more cautious, not so bright and shiny, etc.

    I can't believe that anyone would need glaring green to say "Hey, we're indie" <img src="smileys/smiley2.gif" border="0" align="middle" />

  • I use seperated event sheets for code that belongs together (audio, text, movement, functions, etc.), and use as much sub-events as possible to be able to collapse bigger bits of code. Finally, but just for organizing, I make use of groups.

    Altogether this makes the event sheets very easy maintainable, I almost never lose overview.

  • I voted for blue.

    Exactly the cold is what makes it feel a bit more professional to me(just add smaller font sizes and we are halfway done :P ).

    I don't like that glaring green, I would even prefer a grey layout :D

  • The easiest would be to add a condition to both Hero conditions. It will compare against Bullet.Count and Bullet2.Count:

    + Hero: Value 'Weapons' Equal to 0

    + System: Bullet.Count + Bullet2.Count less than n

    where n = any number of bullets you want as max.

  • Look this site Here do you think this code may work with fx file for construct?

    The code would work, but wouldn't help much. He is faking a transition, by simply evaluating the grey value of every frame of an already existing transition video (where a transition effect was applied between a black and a white image). So, the hard work (the transition itself) is not coded. All the effect would do in Construct is to look at the red channel of the pixel colors, and if it is below 127 a pixel of the old layout is shown, and if the red channel of a pixel's color is above 127, a pixel of the new layout is shown. The result would be a noisy intermediate, non-transitioning image.

    If you find some real transition code (XNA, HLSL) you like to use, just drop me a line, I'll convert it for you.

  • I've never done a transition, but it should work as easy as doing effects.

    • fx files are based on HLSL
    • define 'prog'( float prog; ), which returns the progress of the transition from old layout to new layout as range [0, 1]
    • BackgroundTexture for the old layout, ForegroundTexture for the new layout
  • construct.net/en

    Includes example caps.

    Please keep your topics more readable. (HaSh TaBlEs isn't helping in identifying your issue, although I'm glad you didn't use something like H8S4 T83l3s <img src="smileys/smiley17.gif" border="0" align="middle" /> )

    [rant]To everyone who reads this: I know it takes a few seconds of your time, but please make use of the search function. Often there already is an answer, example cap, explanation, etc., to your question.[/rant]

  • As I remember, 1 px per second equal to 100*timedelta, so 10 px should be 1000*timedelta

    This is wrong.

    One can either move pixel-based or time-based. If you move time-based then

    distance per second = n * TimeDelta

    This is true to every framerate. If you tell a Sprite to move

    +Always

    -> Sprite: Set X to .X + 20 * TimeDelta

    It will move by 20 pixel per second to the right, no matter the framerate.

    However, Shindoh decided to move pixel-based. No matter the time, on every frame change move

    .X + 10

    Shindoh, I didn't recognize a misbehavior when trying to recreate the issue. Without a cap I can't help much. But make sure the animation is not retriggered on every tick (like it is in the code example of your first post). Also make sure, the "frame speed" property of the individual frames of the animation is set to 1.

  • Yeah, remember the time needed for huge projects! A group of ten to twenty developers might be able to get a full-featured rpg done in 2-3 years. Now Construct developers mostly work in much smaller teams - if not alone. But Construct doesn't exist that long - about 4 years.

    If you're missing a professional rts - why don't you give it a try and be the first one to present it, Idmn?

    I'm looking forward to it - let's meet again in a year? <img src="smileys/smiley1.gif" border="0" align="middle" />

  • One of the developers calculated the 10. October 2011 as the release date for 2.8

    The other versions to come are also very interesting. From what I see, starting with v3.4 it will be a full Photoshop clone (in the good sense). I just say: automatic layer boundaries, auto-anchoring and layer effects ;)