tulamide's Forum Posts

  • You won't be able to do it in construct. Last time I checked carma quite literally just moved the vertices in their cars depending on the collision. You can't manipulate 3d objects at all in construct. I doubt you can do it with sprites.You can. The action is called "Set relative displacement".

    You'd move the vertices dependent on the distance of the overlap. If car2's left edge is at x = 50 and car1's right edge at x = 70, you have a distance of 20 pixels. Translate that to the vertices of Car1 and move them away from the impact point, with a strength dependent on the distance of each vertex from the impact point. The degree of realism of the impact would be dependent on the number of vertices you use per car.

    At least I think it would have to be done this way.

  • I understand zen.

    It might be just as Jayjay explained, but it still doesn't help in any way. It's assuming we all have experiences with mmf or gm or whatever other app, to be able to compare it.

    Just asking is better than often having to read, how it is done in other game creators. This isn't other game creators, it is Construct ;)

  • And also does anyone know why my method doesn't work. Your method works, you just don't see an effect. The problem is that you are writing the text instead of setting it. Now whatever low milliseconds you tell it to use, the fastest it can write is by 1 letter per tick.

    On the other hand you tell it to restart writing at every tick. The result is a blank text box (tick x: no letter, tick x+1: letter 1, tick x+2: letters 1-2, etc.)

    You can see more clearly what I mean when you add a "trigger once" to event 4. Now it has enough time to write the whole text.

  • From my personal experience, custom collision masks for the physics behavior can have a big influence. When working on a fluid simulation I first used a custom collision mask with only 4 points and could use 300 instances. With the help of the community I found another method where I could use ellipse collision. The result was 6 times the number, or 2400 objects.

    The more objects with custom collision and the more points in the collision mask, the more influence on the frame rate. On the other hand you might only have 50 objects in total, so it's hard to tell, when exactly it is unusable for you.

    You will need to test it. Just create a sprite of the intended size and a collision mask with the number of intended points. Create 50 instances and watch the framerate.

  • I made a list i wanted to have it so that you could add alot of files through the comondialoge object but their seems to be something wrong with the multiselect function??!You asked if there is something wrong with multiselection. I showed you that there is nothing wrong with it.

    Can it be a bug?You then asked, if there is a bug. Again, I showed you that there is no bug.

    Is the fault with the index? Should i use for loop so that i can use the proper ined 0-1 whichever is what the list obeject and the commondialoge use?Then you asked for 1-based or 0-based, and if a for-loop should be used. And again, I showed you how to use a for loop and that it is 0-based.

    Now what else do you expect me to answer? I can only answer to questions you make. And I did, with an example file.

    I can't find anything wrong in your actual cap. It all works as expected. You could download "Verve!", a complex example cap that also covers the use of the ID3 object, and what to pay attention to when using it.

    Other than that, describe your exact problem clearly.

  • Have a look here:

    construct.net/en

  • A generic example of how to access multiple selected file paths:

    mediafire.com/file/eg329l66w2l3d4b/multipleselectedfiles.cap

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  • As soon as the plugin is offered, I'd love to have access to a version of Spriter that allows me to see it fully in action. It can be time-limited to whatever period you think is sufficient (even if it would be just 1 day), but to try it, one would need to have transparencies (for character animation).

  • Question for community devs...are you still fixing bugs?

    At present, not really. I lost my pc and most of my data, and on my new pc I haven't installed anything but Construct, Gimp, Reaper and Wavosaur yet. Until Visual Studio and SVN are installed I browse through the code if I stumble over issues, and try to isolate the problem, but I'm not actively fixing it myself. Also, without profuis I concentrate on plugins and behaviors, as far as they are on svn. I think another one willing to own profuis to support rojo in improving the IDE would help tremendously.

  • ...but I'm sure someone will step up in the future.Although I agree that it would be helpful to have some book, it is complicated, as soon as it comes to details.

    Construct never was a finished product nor is. There are many plugins that come with Construct, although they have issues. And I don't mean smaller bugs, but missing or wrong functionality. Just take the binary object as an example.

    A book would need to ignore those plugins, but the purpose of such a book would be to have a complete guide/help.

  • C1TilemakerV1.1e

    Ive tried to incorporate a bumpmap generator(plus a few other effects)

    That is awesome. Didn't think it would be realized that quick. This grows and grows to a really useful, competitive tool!

  • Could you post a cap without "external" plugs like magicam?

    Without being able to look at your cap, here's a thought or two. Most of the times when values seem to be missing in the array, one tried to store them at indices that doesn't exist (e.g Array(-1), or, if the size of the array is 10, any index above 10)

    You don't get any error message then, it is just silently ignored.

    Such wrong indices might be due to twisted numbers, calling x with y or the like.

    Make sure, the size of the array is big enough, you don't call any index below 1 and that there are no twisted numbers.

  • As can most.

    So it would be nice to find out, what is different to PixelRebirth's or my installation.

    XAudio2 works just fine, and all other applications using any kind of audio engine work fine, too (e.g. Audacity, Wavosaur, Reaper, Flash, Shockwave, Firefox Embedded, etc.)

    I guess, we won't find out.

  • Under certain conditions the plus sign can work, but the ampersand sign works under all circumstances.

    & -> concatenates strings

    + -> adds values

  • tulamide

    Far be it of me to question someone with your far greater knowledge and experience with CC, but if 'wait' isn't bugged in any way, then isn't it far more understandable just to put 'wait 2000' rather than what you have done?

    I've never had a problem with the wait command, but am willing to concede to you're experience if it is the case.

    zen

    <img src="smileys/smiley1.gif" border="0" align="middle" />

    It was just my personal opinion, nothing universally valid.

    I hate the wait object <img src="smileys/smiley17.gif" border="0" align="middle" />

    While it is convenient, at the same time it leads to bad maintainable event sheets, whose logic is not easy to find out.

    You see, I confirmed it being convenient, but at the cost of easier maintainance.

    + on button clicked

    -> create object

    -> wait 100 ms

    -> set color filter to red

    -> wait 2000 ms

    -> set color filter to blue

    -> wait 2000 ms

    -> set x to 40

    -> wait 1500 ms

    -> set x to 100

    -> wait 1000 ms

    -> set width to 300

    -> wait 50 ms

    -> set width to 280

    -> wait 50 ms

    -> set width to 260

    -> wait 50 ms

    -> set width to 240

    -> wait 50 ms

    -> set width to 220

    -> wait 50 ms

    -> set width to 200

    -> wait 4000 ms

    -> close application

    I find this horrible. But it is valid. The problem is, it indicates that these are actions to be done when a button is clicked, but it isn't. It is a set of actions that cover a sequence of over 12 seconds and is indeed a little program of its own, stuffed into one event.

    Now try to make changes. Like setting the color filter to blue only if another sprite is also blue...

    But again, this is only my personal opinion. Nothing to worry about. If something fits your needs then use it. Seriously.