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  • At work, so no time for a detailed answer, but what you'd have to do is lerp between a line and circle formula.

    If t is a value between 0 and 1, that represents represents the path around the circumference of a circle, or the path along the line from beginning to end where it wraps.

    Then for each point on the perlin plan you get a height value, and use this added to the minimum radius for the circle. Calculate the angle of that point from the circle.

    On the line version angle would just be 0

    Using distance as a factor lerp the two together to get the x and y coordinates of the nonnoised surface, and interpolate the angles to get the correct angle to offset that point in the land from the surface. If none of this makes sense let me know and ill explain in greater detail when I have a chance

    As far as visualization, id say it'd have to be distortmaps

    Tho in my experience on a mass scale like this, its best to modify the sprite plug to take distortion commands from another plugin to avoid the event overhead

  • I can't have my waffles without that skyrup

  • Yeah, regardless of deadeye's deadeyeness.

    Sir uh?

    As in....sir uh....you want to try this game making app?

    No way.   Its scirra with a capital K

  • put them in a family

    let's say green

    block overlaps green

    ---block - do this

    ---green - do that

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  • oh. oops <img src="smileys/smiley9.gif" border="0" align="middle" />

    I just clicked through the new posts thing, didn't bother to double check the forum

  • when you create something it's automatically picked, so just do those actions immediately after it's created

    if this won't work for some reason

    make a function called CreateObject with the function object

    and make the function both create the object, and do whatever it needs to do to them

  • yeah, I wasn't expecting much. don't remember the source. but I had heard long ago, this movie was made just to force out a spider-man movie in order to fulfill some contract obligation that said the current holders of the movierights could only maintain the rights if they made the movies within a certain interval of eachother.

    I have to say though. I didn't expect the movie to be so grainy looking

  • glad it helped. enjoy!

  • Thx pyteo. Its both.   Everything related to the engine is done in a (c++)plugin. But the editor is made in construct.

    once it's complete you'd just be using the editor exe to make animated characters

    And then load them into construct classic or construct 2,

    And use events like

    Engine.play animation "jump"

    and using behaviors on them if you wish, like a normal sprite object

  • posted something just now without noticing this post, so read the post above if you're just reading this

    I couldn't get distance function. How can you divide a value which includes 4 values to a value ?

    distance(Sprite2.x,Sprite2.y,Sprite.x,Sprite.y)/global('maxdistance')

    Is there any document that I can find all usable functions on construct with their meanings ?

    Thank you very much.

    all the usable expressions you can get when you're in that expression editor(anywhere you can type these expressions)

    doubleclick on the system icon, and it gives you a list

    this list is also handy:

    http://sourceforge.net/apps/mediawiki/construct/index.php?title=System_Expressions

    the distance expression returns the distance between two points

    distance(point1x,point1y,point2x,point2y)

    it's the same as using the pythagorean theorem, but that doesn't matter, because you don't need the details to make it work. but it returns one value representing the distance between the first and second point

    so you can use it to find out how far away two objects are in pixels

    as far as why use the division problem,

    when you divide any value by some maximum value, you get a decimal value that represents what portion of the whole you have like

    let's say your max is 4

    0/4==0

    1/4==0.25

    2/4==0.5

    look familiar?   it works in alot of situations to give you that perfect value for t in

    lerp(a,b,t)

    we used clamp, because we want to force the values to stay between 0 and 1, so the speed we choose for things getting sucked in the black hole won't get blown away from the black hole when they get too far because

    lerp works with larger and smaller numbers for t

    like lerp(0,10,2.0)==20

    or lerp(10,0,2.0)==-10

    or lerp(0,10,-0.5)==-5

  • i didn't know clamp or lerp till construct

    but yeah clamp is like this:

    clamp(input,lowest,highest)

    it just gives you back the 'input' number, unless it's out of the range of highest and lowest. if it is, then it just forces it into that range

    clamp(5,0,10)==5 (not lower than 0 or higher than 10)

    clamp(3,0,10)==3   (not lower than 0 or higher than 10)

    clamp(-3,0,10)==0 (too low, force it into range)

    clamp(1000,0,10)==10   (too high, force it into range)

    lerp(a,b,t)

    lerp gives you a number between a and b

    and it uses t to determine how far along it is between a and b

    think of t like a percentage, but with a decimal in front of it

    t==0 is like 0%   (t==0)

    t==1 is like 100% (t==1.00)

    t==0.54 is like 54%

    t==0.3 is like 30%

    lerp(a,b,t)

    so if t is at 0 you get back 'a'

    if t is at 1 you get back 'b'

    and if t is anything in between 0 and 1, it's that far along the line between a and b

    lerp(0,4,0)==0

    lerp(0,4,0.25)==1

    lerp(0,4,0.50)==2

    lerp(0,4,0.75)==3

    lerp(0,4,1)==4

    I made a short tutorial about lerp that helps some people if the explanation didn't work, it's more interactive and visual:

    http://69.24.73.172/scirra/forum/viewtopic.php?f=8&t=8735

  • sorry about that. I saw this topicname many times. it didn't even cross my mind you might have meant spritefont.

    seems to be working fine for me:

    http://dl.dropbox.com/u/1013446/spritefontthingy.cap

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lucid

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