Zotged's Forum Posts

  • I think you need to set it to Letterbox scale on the configuration settins, that way it will remain its own aspect ratio and remain centered on the browser though it will scale nicely =)

    (letterbox scale integer does the same but won't let it scale BIGGER than the layout size)nfortunately it's not this way in Construct Classic, which is what the question concerned.

    It's very easy to do in CC as well, though only for unscrolling layers. You simply just use the system condition Set Display size and the game will be rendered in the center of the letterbox after which you can set the game to run on fullscreen which in turn will give you the proper aspect ratio for the game (assuming the aspect ratio matches that of your display's, but you knew that already).

    With scrolling content however the most straightforward solution is to create an unscrolling layer and create the letterboxing yourself. You'll also have to make use of Unbounded scrolling to make it possible to scroll outside the layout bounds, which is necessary for the object positions to appear correctly. You'll however be quick to notice that with Unbounded scrolling you'll have to account for any space outside the actual layout bounds, because the scrolling will reach these areas.

    Here, I baked something similar to what you'll need. CC r2 cap:

    http://up.servut.us/40386.5kwk4xh

  • A maze sounds like a real killer case when it comes to pathfinding unless there's a specialized algorithm, one specially made for mazes. The built in A* implementation is in the RTS behavior, which I've used to great extend with a fairly complex finite state machine AI.

    I haven't looked into any pathfinding plugins myself because the RTS behavior has always cut it for me. A* is widely used in the game industry for its versatility (as it's a general search function F.E.A.R. even used it for AI decision making as well as their pathfinding), I'd be surprised if its performance wouldn't suffice unless it's a very well-defined case that requires heavy optimization.

    That being said there's many ways of implementing A* and I don't know what kind of approach Construct has. You can read on this on Wikipedia.

  • Try this CC r2 cap:

    http://up.servut.us/40372.tadb

    It's a simple quick object I made and exported in blender. See if it works, if it does then I'd point a finger at Max's exporter.

  • I've used it quite a bit with good results, an object like that shouldn't be a problem. Depending on the software you used to make the model you might want to try another native format to obj converter if you suspect that the obj itself is somehow broken.

    You might already know this but keep in mind that you can make good use of meshes too (mesh editor found in Construct\Tools\Mesh Editor\Mesh Editor.exe), they clip correctly with 3D objects and I've found them much better for certain situations.

    Entire scenes can be made out of meshes too, I made this back in early 2010. The boxes are 3D boxes while everything else is meshed. <img src="http://planar-studios.com/ztg/r2/img/proj/planar/stneur/stneur_2.jpg" border="0">

    Edit: And to actually answer the question: as far as I know the 3D object plugin was initially a bit of a makeshift solution and there were plans on replacing the library that was used with a better one. Unfortunately it's been so long that I don't remember whether the new version was ever finished or bundled with Construct releases but I remember it existing.

    Looking at the SVN reveals that the use of the library was indeed implemented and released.

  • <img src="https://dl.dropbox.com/u/100592741/fnsgunrunner.png" border="0">

    Working on a gunshop for Fuel & Steroids. It's turning out quite alright.

  • There's no easy-out way of doing this. This issue has been solved with Input system in a project of mine, because I used to use EditBox in a way that didn't require it to be visible it was possible to replace it with the Input system.

    You might also want to look into GWEN, which greatly expands UI capabilities by introducing a plethora of widgets, and it's only 5usd.

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  • You could use make of my stuff for prototyping

  • Sure, it's very easy.

    http://up.servut.us/40080.m2i8lg CC r2 cap

  • Make sure that when your layer has a 0% scrollrate your object's coordinates are on the top left of the layout. Since it's obvious that the screenspace they'll use will be the size of the screen located at the top left of the layout nothing outside that will appear. That's all there is to it.

    I don't think I understood your second point.

    I made a scrolling example with a hud layer for you:

    http://up.servut.us/39952.t4p2 CC r2 cap

  • There's a number of ways to do this, the most straightforward ones involve detectors. Instead of manually setting up invisible objects to each platform edge that are used by the AI to detect it you could just create them in the runtime by making use of image points and families.

    Say, start of layout for each of the family Platform -> create detector left on image point xy, create detector right on image point xy.

    You could also use detectors positioned to the feet of the enemies and make the turning condition true whenever the detector DOESN'T touch the platform.

    It doesn't get much easier than this if you don't want to compare the distance an enemy has walked to the width of the platform which isn't exactly a smart way of doing it.

  • Should be simple enough, either compare which one was selected and destroy all the others. Assume character 2 is selected: for any character object's value that doesn't equal 2 -> destroy.

    You can also disable the behaviors so that effectively only one of them is controlled. Also if your characters are simple enough you could just use different animations on the same sprite instead of different objects. It's not really too feasible a solution if you have anything more complex than a few frames per character.

    http://up.servut.us/39892 (CC r2 cap)

    This example has different character objects that are destroyed accordingly.

  • Stray Senses: Environment and lighting test

    It's become a habit to show only old stuff. Nothing is ever fresh out of the oven. This video in particular is dated 15.12.2011.

  • I'd really love to see clicking conditions for the inventory items. I've PM'ed you a cap with an explanation on what I'm willing to do with somewhat exhaustive detail.

    Basically I can't make much use of the inventory panel and objects as it is since I can't figure out a way of interacting with them. I've written a simple-ish system to fill the inventory according to file entires, each item is given unique id (since gwen obviously doesn't want multiple widgets with the same name) and their type and other values are stored as data. But that's it. I can't seem to be able to continue on this any further if I can't check on clicks on the items.

    Another thing that I'd really love to have is 'stacking' conditions on inventory items, essentially a condition for trying to place an object on top of another one. You could make objects stack, or adding in data value of the bottom one and destroying the dragged entry. In my case I'd use it for reloading weapons from ammo stacks or combining ammo stacks together.

    So mouse clicks (left, right, middle, double, whatever can be implemented :)) and checking whether there's an object under the one you're trying to drag.

    I found something that's probably a bug in the inventory panel too, I have an object with grid dimensions 4x1 and it can only be moved around from two leftmost grid tiles. The two on the right just click through, apparently. It's in the cap (Dragunov).

    Also, I was wondering how the Item can fit -condition is used? When does it trigger? Does it trigger every time if I drag an item with the name defined in the condition and it fits?

    So uh it occurred to me that I'm just doing things wrong, and there is a way of doing all this. I hope that's the case, since gwen is brilliant as it is and I wouldn't want to bother by whining about needing new features that's already there and I can't wrap my head around to use them.

    I didn't want to give the cap to the public, I'm a whore when it comes to wip stuff.

    Edit: Update 8th September; For no apparent reason GWEN has decided not to work anymore. I get no rendering on runtime, edittime works fine. This began when I started implementing GWEN to a new project but couldn't get any display. To my surprise I didn't get anything out of the bundled example or my previous implementations either, which led me to suspect that the runtime side of the plugin is somehow broken. I tried reinstalling CC r1.2 and r2 and adding GWEN to them but the problem still persists.

    What's puzzling is that this problem just appeared overnight and I can't think of anything that could cause it. It's not a missing skin or anything for sure because caps that were previously fine don't work now.

    Are there any external dependencies I should be looking at? What could possibly cause this?

    Edit 2: Update 13th September; Intriguing, it was a killswitch after all.

  • Looks like I ran into some trouble with this. It's the default example cap untampered with other than changing the font from Times to Verdana, although it didn't appear right to begin with.

    <img src="http://i.imgur.com/ephhw.png" border="0" />

    Am I overlooking something? The widgets appear either clipped in a wrong way or straight out missing and many text elements have very unfitting colors.

  • Ok, I replaced 3000px width png24 with 1000px width jpg and use layer effects to have shadows and light over character (mr. blue box) and now VRAM usage is something about 90. But, I don't get it. It use 90MB of video ram from graphic card?t's a very bad practice to have humongous textures as backgrounds. Doubling the texture size quadruples vram usage. Yes your game is using 90mb of video ram but some of it is taken by the shaders so it might not be all textures. Once imported to CC it doesn't make any difference what format the image files used to be in, they're converted to png unless you load them in the runtime (in which case they still take the identical amount of vram but might be comparatively highly efficient when stored externally).

    Anyway you should always use textures sized in the powers of two because that's how the graphics cards handle them. If you have a texture of the size, say, 1050x1050 it'll be treated as if its size is 2048x2048 which is a huge waste of vram.

    4. Five xaudio objects play the same file - "fire1.wav" - at different places (those fancy fireplaces). So, I must "cache" "fire1.wav" to every xaudio object or one caching is ok?his too is a very bad practice. There's almost NO need to have multiple xaudio objects, let alone multiple ones for individual sounds that are the same. If you want quick results without looking at channels you can make use of xaudio's autoplay feature. You have to think of xaudio as a library that plays sounds for the entire project, not as a single sound that's treated as an object. It's very nonsensical.

    Thanks. I don't have (I mean CC don't have) few layer effects that I want ("hard light" and "screen" from photoshop) so it's don't look like it should look. And about resolution - I still use 1024, so it's ok for me.n effect similar to photoshop's hard light could be achieved fairly easily by stacking a contrast or curves shader with additive or screen on the layer and finding the right values.