tulamide's Forum Posts

  • From what I see here it's hard to tell what the issue is. For example, all the pv, are they text or number pv? Do they get mixed up? If you accidentally store a number as text, you will see the number in the debugger, but you can't compare it to a number as it is a text then, etc.

    Also:

    it never has anything to do with floats, it's always an integer.

    This isn't true. The fact that you use whole numbers doesn't make them integers. All numbers in Construct are always floats, and floats can get imprecise even when just calculating with whole numbers. That's due to the structure of floats.

    But that's vague. Can't tell more without actually seeing a cap. Couldn't you setup a demonstration cap? Would help solving this.

  • Do I really read what I think I read of the title of your game?

  • Right out of the box it is not accessible to you. But, there are two possible ways:

    1) Some experienced C/C++ programmer makes it a plugin

    2) Some experienced Python programmer accesses the provided dll with c-types and creates some scripts for you to use.

  • No prob.

    Since your in a learning mood.....

    You can also take a "slice" of the noise, or get the data from a single axis.

    http://dl.dropbox.com/u/666516/sea.cap

    Cool idea!

  • I would recommend to not use "+" but "&" to concetenate paths. The wiki explicitly states "&" for concetenating strings, not "+", while "+" is only listed for math addition.

    While it may work in the cap it may refuse to work in the exe.

  • Nice example.

    For the world size just keep in mind that the perlin's size is independent from any other sizes. You can create a virtual huge world (by setting the width and height of the perlin noise) and then use certain methods to draw the world's current section, like the one newt explained. But there is no limitation (You already experienced this, because in your example you lookup the perlin table at positions outside the perlin's size. It is set to 30x30, but you look up to 50). Just set a "sight-range" half the units of one screen. Then when moving lookup the perlin at sight-range and draw the appropiate sprites (or delete them if they are out of sight). In your example one perlin unit equals one sprite, and one sprite is 32x32 pixel. For one screen (your window is 640x480) that means 20x15 perlin units, and so you would look at your player's unit +/- 10 horizontal and +/- 8 vertical.

    perlin noise is generated around zero on both sides, negative and positive. If you set 4 you will get a value between -4 and +4

    For the trees: Why not make multiple use of values? For example, if you would use integers from 0 to 100, you could define that 50 represents grass, while 51 represents grass with a tree on top, and so on.

  • Even though I've used sounds and music before, the AppPath thing still confuses me from time to time.

    IE, i forget what it means.

    Does AppPath mean something like:

    Game\Music & "Cool Jams.wav"?

    AppPath is a text variable that stores the path to your game folder (the folder where your .exe or .cap is stored)

    If you would have your game stored in a folder "mycoolgame" on C: then AppPath would have this content:

    "C:\mycoolgame\"

    EDIT: A look at "Verve!" might also help with this

  • I would love to, but I'm stucked. What I need most is feedback about what exactly you expect such a palette effect to do.

    For example, having it swap certain exactly defined colors (as in Azu's example) is almost impossible because of limitations of HLSL and Construct's implementation of it (the maximum of exact colors that could be defined is three)

    That's why the effect currently converts colors to indices with the greyscale model. I could think of a couple of other ways to do the conversion, but I simply don't know what would be the most useful one.

  • Quite some time ago, I was working on an effect for color palettes, called C-DEX. It works quite similar to what you present, but without the need for any events. However, there was no feedback or overall interest in it, so I cancelled the development.

    This is the working method of the effect:

    (could easily be adapted to use other conversion methods, like alpha, one channel, etc.)

    And here are two super simple examples, showing what C-DEX is capable of:

    http://www.mediafire.com/file/qtaoorzu9psjrba/C-DEX%20Demo.rar

  • I would rather love to play "Being Ashley - Construct the inner demon". Rumors say the Amazing Game Studio is working on it for 8 years now, as it is an exact developer-simulation-engine (incl. physics!), but they never released any screens or videos, so maybe this game was cancelled...

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  • Hmm, I have other experiences...

    I'm working with 0.99.96 and setting the spray disabled/enabled works very well for me. Also before spawning another particle object setting the rate of the original to zero works fine too.

    firework04.cap

    The negative rate issue does not crash Construct, only the temp.exe, at least on my computer. It still needs to be corrected, just telling it to see if there are differences in Construct's behavior on different pc.

  • tulamide,

    I'm also working on a game that uses lots of water, but probably completely different. I can work with the fluid .cap that you graciously uploaded, and I made some changes to it (removed the darkening over time), but I'm still wet behind my ears (pardon the pun) to get that ellipse collision going on.

    Can I get another .cap with more liquid stuff please?

    Here you are: fluid2.cap

    But remember to act responsible, don't drive today

    ... Also, does having two sprites = one water drop slow anything down at all compared to having only one object and still using ellipse? The faster the better

    Hmm, well, it is slower to have 2000 sprites compared to having 1000. But Construct is pretty fast when it comes to sprites, so I don't think that you will gain so many frames that it makes sense to forego the fluid effect...

    EDIT: On the other hand, it would be very helpful to be able to set the radius of the ellipse collision independent of the sprite's size

  • Quazi,

    thanks for the tips. I pursued the same approach, trying to use a dummy physics object with ellipse collision and setting the blobs to the dummy's position. But I used an id-system and whatever went wrong (can't tell, because I can't find that test cap), the result was that after a few hundred sprites the physics refused to work correctly. Suddenly the framerate went down to under 10fps and objects fell through "solids", etc.

    Didn't think of containers. After reading your post, I retried and the container trick works perfectly, as can be seen here:

    (Left: custom, Right: ellipse)

    Note: The only change is to spawn one dummy with ellipse collision check and one blob sprite, instead of just one blob sprite with custom collision check. Although having double as much sprites, I could double the max particles.

    Now I finally have enough fluid to form my game idea to something playable. Yeah

  • Could someone please explain what the heck is going on here? Serious! I can't believe what I have to read here...

    A Construct user asks for collaboration. And everyone feels the need to post here that he should be able to do it on his own? This was not a thread asking for tips that he could follow to do it on his own. He asked for someone to join a small team as a part time job. What's so bad about it? I tell you a secret: Literally noone in the game industry works on his own. Yes even a Ron Gilbert has a team, Peter Molyneux has a team, and certainly Blizzard is a team. There's nothing wrong in building a team, where everybody does what he can do best. Some are programming, some do the drawings, others are doing animations, there's a musician and a sound engineer, etc.

    But all those self-righteous Constructors insist on someone's having to do it all on his own? Come on! Stop arguing. You think, the request is a facility, a 2-minute-job? So, why not joining the team? If it is that easy it shouldn't cost you more time than the time you spent on moaning how easy it is.

    I repeat this, because I'm really disappointed how the community reacts to this thread: This thread is an advertisement, a call to join a team. It was written kind and humble. Yet, the only reaction is being rude and bashing. You don't like that he is desperatly seeking for a team member with better skills? Well, just ignore the thread. You think, you could be of help? Well, just write a pm. But stop this ridiculous "you shall not work in teams, you shall do it on your own" manner.

    I'm fairly good in doing music. Do you expect me to bash if you ask for someone doing your game music, by telling you "I know you can do it yourself, so don't ask for someone doing it for you"?

    I never thought this community would fall that deep!