faggatron's Recent Forum Activity

  • I spose it doesnt really matter anyway heh...

    Currently I am not using python at all because it gave me a thousand error messages at runtime a couple of builds ago which put me off initially, and every time I try to add it it gives me another one

    (keep forgetting to bugtracker it - I'll do it in a sec)

    at the start of using it... "Import error: No module named zipfile". Does this happen to everyone or just me? It's literally when I add one line of python.

  • The expression editor needs to basically be made nicer with formatting etc.

    Making the first set of brackets you're in bold would be a tremendous help, so like

    sin(420+random(9999*abs(1-sprit|e.x))) if | is the cursor

    colour coding on functions, system expressions, etc

    I'd quite like to be able to define my own functions like faggatron(x)=sin(x*29+x^2)+7*cos(x) and be able to put that into the expression editor, if these functions were saved in your settings and you could use them in everything you made it would be very nice. Maybe if you mouseover it (or something) it replaces it with the actual expression for the function.

    Just because a lot of the maths I'm doing in these expressions is very similar a lot of the time, this would be a nice way to speed things up. (Though I guess it's not a particularly high priority)

  • Attributes seem like they might be useful, but I have no idea how to use them because they don't show up in the event editor, am I missing something?

    The the extent to which the wiki goes into it isnt exactly enormous : "You can add your own attributes and use them in the event sheet editor, but they do not have any built-in effect. "

    Also what makes them different from familys? - which seem to have pretty much the same use apart from one is a tickbox and one isn't.

    I'd have thought you'd edit the attribute in its own kindof global event sheet or something... I dunno.

    The only place where they do show up is the expression editor bit which also shows all the global objects etc. (but nowhere else does)

  • Great idea making this forum, I never really knew where to post these before heh

  • ^ this was the sort of thing I wanted

  • I'd quite like the ability to pause the timer.

  • just a quick one, a sign function would be nice:

    like sign(x)=x/abs(x) if x=!0, 0 if x=0

    obviously you can do this anyway, but it would simplify a lot of my equations

  • It should be out soon. A lot of good stuff in the next build!

    eager anticipation

    This is pretty incredible, can cirtainly make some nice looking patterns, though I havent been able to make anything that seems useful - apart from maybe something that can be used for an energy vortex or something! Being a maths geek this is right up my street heh.

    so how will it work? will there be a mesh object or something? how do you actually tell the texture to be mapped to the mesh? do you set something up like this with a bunch of sprites and set it to a big group of them somehow?

  • I don't see any problem... will it not let you open it?

  • > Or you could just use

    >

    > + For each Sprite

    > -> Add Sprite('Variable A') to global variable 'count'

    >

    Sorry, but if I do that it just keeps adding to the total, rather than just show the total. Unless, I did it wrong.

    do you mean the event is running more than once? - either add trigger once or add always-> set count to 0 above it if you need it to always evaluate it

  • All collision testing in Construct is done by testing 64 pixels at a time in horizontal lines, and it stops on the first instance of touching pixels it finds. So it can't give the average point of collision - and it would be inaccurate up to 64 pixels on the X axis.

    ah alright <img src="{SMILIES_PATH}/icon_neutral.gif" alt=":|" title="Neutral" /> , well I guess you'd have thought of a way if there was one. Was just a thought, not very important for me anyway, would've just made things look slightly nicer - and other people are usually a hell of a lot more concerned about that sort of thing than I am <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />

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  • I remember that getting position of collision was suggested back then, but Ashley said that it isn't that simple, as firstly, there can be many simultaneous overlapping pixels, and secondly, collisions are optimised that way that when first colliding pixel has occured, it conludes that sprites are colliding and stops further testing.

    Suggestion about picking: Action "remove object from selected object list"; I had this event where there was two sprites created and after creating action, there was an action that set an angle for them. The first object's angle was 0 and the second's 180. But when the second object was created, the first object was still on SOL and setting the angle at 180 would set both object's angle at 180.

    <img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" />

    Surely it could find the average position of the overlapping pixels? And only work with the "is overlapping" event which (I assume) keeps testing after first colliding pixel.

    These picking problems definately need some addressing, I had a similar problem with collisions which ashley has kindly apparently fixed in the next build - though I can see it happening in other places too (such as this). I'm sure theres a way around that particular example, such as using a private variable and exploiting the fact that the newly created version will have the default value. Maybe there is a nicer way which doesnt use a value, I dunno.

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faggatron

Member since 7 Dec, 2007

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