lucid's Recent Forum Activity

  • Hey jamesx, would you mind putting something at the top of the original post about reporting broken links here. Thisll keep this thread up to date, and help to prevent the zombie thread apocolypse that threatens to destroy the tutorials section

  • Yeah tom, like you're at a store, and see an ad or magazine with it, and then read the code with your phone to go straight to the site without having to type the url

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  • Cool. We have to get those into the scirra ads

  • hey jiggly, please post these responses in this thread

    so jamesx can update the list in the tutorials list thread and keep it up to date. Also, if it turns out there are alot more of these, to keep the board from getting flooded with dead threads. Thanks, and welcome to scirra.

  • awesome. haven't tried it yet, but this was actually on my wishlist. I wanted the animator I'm working to actually be able to save images of each frame to be able to export a list of pngs, to be combined into video

  • what's the cap doing exactly? is it a small or large eventsheet?

    we need to narrow down the possible causes

    post a cap file to make it easier, or if you don't want to upload your cap:

    one way would be to save your cap

    start deleting random chunks of it, and see when it stops crashing

    when it stops crashing reload it, and start deleting smaller chunks of only the part that was causing the crash

    once you have at least a general idea of where the problem is, paste a screenshot of that part of the cap

    if you can delete the entire event sheet without fixing the crash, that means the problem is a certain construct object, or a corrupt capfile(less likely)

    if it's an object, you should be able to start deleting objects and running it until you fix the crash, and then you know the object

  • try a fresh cap, and see if it has the same problem.

    if it doesn't, somethings wrong with that particular cap

  • it might have something to do with ACETABLE.cpp, if you paste the code I can tell your for sure if it does, just the part relating to that expression. If it is the problem, you can probably figure out from this: the ADDEXP relating to the get color, check number 3 below, but here's a breakdown on the others as well, I don't remember if the tutorial went in detail:

    ADDEXP("My expression", "My category", "MyExpression", &ExtObject::eMyExpression, RETURN_INTEGER);

    [/code:3scnhft6]

    • "My expression" should be what you see when in the Add Expression dialogue in the editor
    • "My category" is the category it's under
    • "MyExpression" is what you actually have to type to use the expression, like "Angle" is what is here in the sprite plugin's sprite.angle expression. not case-sensitive. Checking if this is an empty string is probably where I'd first look, or if it was invalid with a space or something that wouldn't work in construct.
    • &ExtObject::eMyExpression is a pointer to the c++ function that actually returns the value at runtime for this expression
    • RETURN_INTEGER is the return type of the c++ function. RETURN_STRING, or RETURN_FLOAT are two more valid constants, if you right-click - go to deceleration in visual studio on any one of these, you can see a full list.

    if it's not this, it's probably not to do with the ace_table, but I'd suggest checking number 3 before moving on to other troubleshooting

  • you can just have a

    System - Compare - Sprite5.count is equal to 0

    ----------go to Layout 2

    just so you also, you don't need a trigger once in a start of layout,

    also, in other situations when you need to have that "two or more blocks at the same time" add the right amount to your global variable, there is a system condition CountMatching("Sprite5") that would tell you exactly how many things were overlapping.

  • I can definitely appreciate davio's point of view, and alot of the retro games people make, in construct and elsewhere, look awesome, and some even sell next to the big boys(http://store.steampowered.com/app/70300/?snr=1_4_4__13). But I want to present the opposing view. I love HD visuals. It's why alot of people buy good graphics cards. If you have a million years to work on your game, ideally, you would have it be able to switch resolutions, with up to that 1980x1080 most common resolution from the Steam hardware survey. I'd say 1024x768 is a reasonable minimum, if you're wanting almost anyone to be able to play your game, but if you have the time, and the art ability, there's a major shortage of games that take advantage of high resolutions. Just be careful with the VRAM, without bones or some other clever distortion, it's difficult to maintain that size, and have decent animation at the same time, not just with construct, but any 2d engine

    if you're going to create hd sized textures though. I think anyone with a pc that had to run at 800x600 or 1024x768 wouldn't be able to run it, unless you had lower res versions of the textures as well

  • ...

    You can create this effect with Poser 7. One of the render settings lets you save the animations as black on white silhouettes.

    ...

    Iv'e got the programs on one of my old hard drives i think. Poser6 or7 would be the best option out of the 3.

    I could be wrong, but I think he's more interested in a taking any still image, and converting it to animate-able puppet, not necessarily creating a silhouetted image

  • hmm....

    so the ui needs to zoom out as well then...

    I think the only solution with the current implementation of zooming in construct is to experiment with different numbers, like

    640*(zoomx*something)

    where something will probably be a formula more likely than a variable

    it'd probably be easier to keep it on a layer with a zoom rate of 0

    and then scale the object's actual height and width to simulate it being part of the zoom

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lucid

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