lucid's Recent Forum Activity

  • I haven't looked at your example, but I know there are several circumstances where z zooming messes up rendering. you just can't distort freely in the z, or move sprites into the z and move freely without problems. Maybe your example is a special case where it works, or your pc in an exception, because in most cases, its a mess

  • Didn't have time to read through all the responses, but if you mean how zooming messes up 3d display, this bug is a pet peeve of mine. I started working on it, but schedule got nuts so I can't promise a next version fix. If r0j0 reads this though he might fix it, he has a tendency to do awesome fixes when they appear in posts. It just amounts to an incorrect calculation of what needs to be drawn on screen

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  • > I'm very curious about it. The eventing looks almost identical to construct to me, aside from the graphics.

    >

    I think it's completely different actually - the Scratch block system has no concept of selected object lists as far as I know, which is how the Construct event system fundamentally works.

    seems like a different way to do something similar:

    <img src="http://static.stencyl.com/help/images/KillCollidingActors.png">

  • looks pretty cool actually. I just hope it's powerful enough to make cool stuff.

    No Coding Required

    Snap blocks together. Kid tested. MIT approved.

    Our drag-and-drop gameplay designer builds off the wildly successful MIT Scratch project. We extend Scratch's simple block-snapping interface with new functionality and hundreds of ready-to-use blocks. Power users can create their own blocks to use and share with others.

    For the programmers out there, we offer a powerful "code mode" interface (complete with code completion) for writing behaviors via our ActionScript 3 API. (You can also use an external editor of your choosing.) AS3 code is a first-class citizen; it interacts seamlessly with "Design Mode" behaviors and can even be embedded inside them!

    <img src="http://static.stencyl.com/site/overview-section2-title.jpg">

    I'm very curious about it. The eventing looks almost identical to construct to me, aside from the graphics.

  • You can select release and runtime, instead of the debugs. When you do you batch builds, you should choose these unless you plan to debug the plugins with visual studio

  • it would probably take less effort to write the code in c++ then to trace back all everything through construct source and stitch it together that way.

  • In what order are the following executed at edittime:

    Onput

    Acetable

    And

    Damnit, not at pc, so I can't remember the name, but the one that has

    Ar>>this>>somethingelse>> etc

    Those three..also, if a behavior is added to an object, does the acetable get loaded at that time?, and if it is then added to another object, is it loaded again?

  • the info structure of CRunObject (most of the sdk is defining this object, your plugin itself)does everything you need for movement

    info.x=10;[/code:12vtw8fb]
    will change the object's positions to x=10
    there's angle, h for height, etc, etc.  since you're using visual studio, it'll be easy to see all the properties of info and most are self-explanatory.
    after changing the orientation, dimensions, or position of an object call
    [code:12vtw8fb]UpdateBoundingBox();[/code:12vtw8fb]
    to make the changes actually apply at runtime. if you forget this, collisions will be all messed up
    if you're changing the object itself
    just info.whatever will suffice
    however
    if you want to make it a behavior, at the beginning of main where it says
    [code:12vtw8fb]#define IDE_FLAGS 	OF_NOCOMMONDEBUG[/code:12vtw8fb]
    add |OF_MOVEMENTPLUGIN
    so it says:
    [code:12vtw8fb]#define IDE_FLAGS 	OF_NOCOMMONDEBUG |OF_MOVEMENTPLUGIN[/code:12vtw8fb]
    
    and instead of just info.x
    [code:12vtw8fb]you do pLink->info.x[/code:12vtw8fb]
    pLink is a pointer to the object that the behavior is attached to
    
    [edit:oops, it's already in the right forum]
  • canada?

  • Awesome idea dead. Unfortunately, that site doesn't work none too goodly on my phone, so I can't participate on this first round

  • Another way is to ditch the ('active') private variable in plat, and put it in player instead or make it global, and

    Player - on collision with plat

    ----set global('activeplat') to. Plat.uid

    Plat - compare uid == global('activeplat')

    ----plat control actions here

  • yeah, just use the z_elevation thing, for the boxes and the sprites. and make sure to turn on 3d sorting in layout properties

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lucid

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