linkman2004's Recent Forum Activity

  • Thanks, guys. I'm glad some of you have found it useful.

    I'm deeming this plugin complete, as I've found no bugs and have hit a rock wall in terms of features to add. I will now direct everyone to the thread in the completed addons section.

    [PLUGIN]Command Line (in: Completed addons)

    If you have any questions or comments, leave them there. I now invite the Bacon Fairy to lock this thread.

  • Command Line Plugin - v0.92

    Download Now(no example) - 101KB

    Description:

    This plugin allows you to access and interpret all command line arguments passed to your program upon loading. This is useful for passing instructions or file paths to your program before startup.

    Conditions/Actions/Expressions/Edittime Parameters:

    Conditions:

    For each argument - Loops through each argument passed to your program. To be used in conjunction with the conditions specified under the "For each" category.

    Actions:

    Execute file - Allows you to execute an external program and supply it a set of command line arguments. Arguments are separated using Microsoft Windows standards.

    Expressions:

    Argument count - Returns the amount of arguments passed to your program.

    Get argument - Returns the entire argument at the index given in parenthesis(1-indexed).

    Get argument name - Returns the name of the argument at the index given in parenthesis(1-indexed). In the argument "value=5", "value" is the name.

    Get argument value - Returns the value of the argument at the index given in parenthesis(1-indexed). In the argument "value=5", "5" is the value.

    Get program path - Returns the path to the currently running program, file name and all. Windows usually passes this as the first argument, but it was relegated to an expression to avoid confusion.

    Current argument - Returns the entire currently iterated argument from the "For each argument" condition.

    Current argument index - Returns the index of the currently iterated argument from the "For each argument" condition.

    Current argument name - Returns the name of the currently iterated argument from the "For each argument" condition. In the argument "value=5", "value" is the name.

    Current argument value - Returns the value of the currently iterated argument from the "For each argument" condition. In the argument "value=5", "5" is the value.

    Edittime Parameters:

    Start arguments - A list of arguments that can be passed to your program internally at the start of the application. This allows the easy testing of command line features without exporting the program as an EXE. Arguments are separated using Microsoft Windows standards.

    Use start arguments - Determines whether the arguments specified in the "Start arguments" box will be passed to the program at the start of the application. It is recommended that this remain unchecked when your program is exported as an EXE.

    Be sure to leave any feedback/bug reports/questions in the comments below.

    Enjoy.

  • This is likely to be the last update to this plugin. I'm giving everybody one week to throw their requests and bug reports out here before I declare it complete and throw it into the appropriate forum. It's been just sitting around here for too long, so I intend to shuffle it off to its rightful place.

    Sprite Button Plugin - v0.9b

    Download Now(with example) - 132KB

    Adds/Changes/Fixes:

    [ADD] - Added "Assume radio toggle" parameter to "Set group" action. If set to yes, the radio button switching groups will assume the toggled state in its new group.

    [FIX] - Assigning a radio button to a new group during runtime -- assuming it was already checked -- could result in two radio buttons in the same group being checked.

    [FIX] - Using the "Tick button" action on a radio button could result in two buttons in the same group being toggled at the same time.

    Again, there's a one week period where bug reports and feature requests can be made before I declare this complete. If you come across any bugs, be sure to mention it, because I don't want to accidentally declare an incomplete plugin complete.

  • What if you are at 19999 points and gain 10 points? It skips over 20000, which means the above condition is only run if you hit exactly 20000, 40000 or 60000 score.

    Heh, I had never even considered that.

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  • No... Just look at my example, it is all in the math

    EarnedLives:

    int(global('EarnedExp') / 20000)+1

    That method won't work properly. Since the amount of lives you have is directly tied to the amount of experience(or points) you have, losing lives won't work properly. You'll just gain back any lives you lost the instant that expression is used again.

    Doppel's method is the best. However, the more conventional way of using modulus in this case would be:

    If Score % 20000 = 0

  • I'd suggest using the box plugin instead of a sprite for the boxes. That not only allows you to scale the boxes without increasing the thickness of the edge, but it fixes the blurring associated with floating point sizes.

    For rectangular areas, I'd suggest setting the height of the objects to that of the width, just so all of the boxes are square.

  • There's actually a really simple formula for this. The formula for finding the proper size is:

    AreaWidth / XObjectCount

    Since the size of the area you're filling is 400, simply divide 400 by the amount of objects placed along the X axis to get the necessary width for your objects. The width can be used for the height as well, unless you want to allow rectangular areas, in which case you would set the height to:

    AreaHeight / YObjectCount

    I hope this helps.

  • In the image editor, there's a button on the left that has a red crosshair on it which will allow you to change the position of the hotspot/origin. You can then place it wherever you want with the mouse, or you can press '7' on the number pad to position it to the top left corner(0, 0).

  • It seems to be related to using the "Spawn" action. Replacing that action with a simple "Create" action from the system object fixes it.

    EDIT: I think the problem has something to do with the fact that there are two instances of the RainMaker sprite. Replacing the "Every 1 tick" event(which is actually the same as using an always event) with a "For each" event looping through the RainMaker sprites also works.

  • I was signing up for a forum back in 2004 and I needed a user name. I wanted linkman, since I'm a big fan of Zelda, but it was taken, so I slapped the year on there. From then on, I've kept the 2004 part just to remain consistent.

  • Been a while but here's a small update. It would have been out sooner, but I was having some problems with SDK corruption or something.

    Advanced Camera Plugin - v0.9b

    Download Now(with example) - 149KB

    Additions/Fixes/Changes

    [ADD] - "Bind to layout" property added under the "Properties" section in the object. This will bind all cameras to the inside of the layout, compensating for zoom. If you're using grid scrolling, it's recommended that you leave this disabled as it can interfere when zoomed in. Per-camera binding may come at some point.

    [CHANGE] - Unbounded scrolling is now enabled by default through the plugin. This should help alleviate the problems that arise from people not realizing it needs to be enabled in some cases. If you want the camera bound to the layout, see above.

    And there it is. Due to needing to be ported over to a fresh copy of the SDK, some things might not work, but I've checked for compatibility and I couldn't find any problems. Nevertheless, be sure to report any problems you do find!

  • BTW I can not tutorial on how to make your own GUI buttons

    If you want custom GUI buttons, you could always try out my sprite button plugin.

    Deadeye also has a tutorial on making your own.

linkman2004's avatar

linkman2004

Member since 15 Jan, 2008

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