Yann's Forum Posts

  • ok, I just hope that I can easily go back and forth between string and hexadecimal int in c++ 'cause I might not look like it but I'm still a c++ n00b

    For instance dec2bin and bin2dec functions of the current plugin aren't really good/usefull because of int limitations.

    'Cause after all, bitwise operations are made on decimal int.

    So you will probably set things in decimal and the hexadecimal calculation will probably just be under the hood. Like with bitwise stuff.

    Hmmm... maybe an hex2dec function to be able to set things in hexadecimal format with a string... hmmm... If I can easily typecast string to hex int as I said...

    I'm thinking while typing...

    Remind me at the end of the month I might get carried away in other projects (:

  • hex?... if you write what ACE you want I could see what I can do but not before the 23th 'cause I'm working on the c2 contest til then (:

  • Miu3 > you should use is Mirrored and Set Mirrored/Set Not Mirrored

    'cause when I ran your cap, the character was upside-down when facing left.

    Maybe you use an old c2 version with the auto mirror option.

    Oh! 11th of November.

    Patched it for you Mui3-advAnim.capx

    Also I can't help but notice that that kind of design choice is really frustrating to manipulate. Having to wait for the character to stop for him to be able to jump. Also you can't simply jump forward or backward.

    Well the animations are cute though (:

    Yann2011-12-06 00:45:02

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  • Ashley > I actually use bitwise operation to make a kind of tree.

    A Parent contain the bits of its child. And leaves are power of two (only one bit set), so to find if an element is in a tree or another, or if an element is an ancestor to another it become really simple.

  • Bit.zip

    At your own risk

  • I made a plugin last week-end for my own use... Could share it

  • Oh yeah sorry :D I saw and that's an issue with construct. Something with size of int and stuff like that. I don't think I can do anything about that. But you know... These functions aren't that inportant (it was more for easy debug), the better is to be able to do all the bitwise operation (:

  • yeah I usually fade stuff by event.

  • Wastrel > too lazy to draw leaves :D...

    and if I put leaves instead I cross the famous uncanny valley and the magic disappear: you became to notice how rigid they are (:

    and M&Ms are cool

  • You have an historic of your own post in the profil

    http://www.scirra.com/users/miu3

    Also you can keep a bookmark of your topic.

    As far as bump goes, I would just Reply to my own topic with the new update, and edit the first post by adding the new capx with a little description and changing the title like "Miu3's R&D [UPDATE 2011-05-12]"

    And yeah Kyatric is a nice french guy who maintain a neat FAQ, but compiling some of your stuff might help a bit.

    who talked about screenshot?

  • I tried playing with the idea

    fallingLeaves.capx

  • Miu3 you should compile all your "This is a small example of" in one topic and push it on top when you have new stuff to show.

    This way your old stuff won't disappear into oblivion and you will have more feedback.

    And for example if one day someone remembers "Oh yeah Miu3 did something neat like that..." and it was 3 months ago... it might be hard to find.

    As far as forum category goes, I think it fits the "how do I" theme...

  • Dude... I can't read your variable name, write your capx in english and put some comments. It's easier if you really want help.

  • try that solution

    carRaceMinimap.capx

  • what do you mean?

    if you are using the fade behavior and don't want the initial fade-in, I guess putting the fade in time property to 0 should work.

    if you just want to trigger the fade behavior whenever you want... Hum the behavior isn't really complete on that side. But you can do it like that :

    Create a boolean instance variable for your sprite with the fade behavior. Let's call it fadeNow and put false as default value.

    And do something like that :

    Mouse: On Left button Clicked  
          -> Sprite: Set fadeNow to true
    Sprite: [invert] is fadeNow 
          -> Sprite: Fade: restart fade

    It will make the fade behavior constantly restart every tick so it will get stuck on step 1 until you click so the behavior can fade.