lucid's Recent Forum Activity

  • yes, I've noticed that, ironically, debug mode seems to be buggy.

    my experience was simpler to track down though. a certain cap I had would always get a "crash intercepted in plugin 's' " , and then shut down in debug mode. run it normally(not in debug mode), and there was no crash.

    unless rOjo pulls one of his astounding feats of magic, I wouldn't hold my breath for this to be fixed, because it sounds difficult to track down. I think the easiest way to get around this is to create your own debugging, like creating text objects that hover about each object in question and output the information you're looking to monitor. Or if it's a global thing you're looking for like the number of instances, make a text object on a separate layer, so it's always on screen with the system object count expression, or whatever applies to your situation.

  • There's a custom controls plugin in completed addons. Forgot what its called, but, not mine,the other one

  • Yeah, anime studio is a great program with a poorly chosen name.

    Also, if you're not good at drawing, but you can identigy which parts od your drawings look bad, anime studio has a simple vector art system that feels like sculpting out your mistakes, more than drawing, inshort. I feel I don't draw well normally, but I can make pretty decent stuff in anime studio.

    Also, a little shameless self promotion, silver: if you check out the my creations forum, you'll see a character animation program I'm working on that will export to construct. I mention it because a lot of the final design and workflow will be based partially off of my wishlist for anime studio, along with my list of everything I didn't like about it.

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  • I think there is a language barrier problem here.

    On collision with a nother object

    What do you want to happen?

    You want the angle to be set to 'greater than 30'?

    or less than 30? It doesn't really make sense. Can you say it in a different way?

  • hey lucid.

    In your Object array actions for object position, dimension / angle super array

    can add one more parameter animation names.

    Sorry for the late response. At the moment superbusy with the animation project, but I will try to remember to go back to this thread, when I next update the plug

    I found a bug.

    for some reason when ever I save and/or load a .txt files that contain super array, that have objects and strings arrays info s plug expression don't read global or private variable.

    look at this

    + System: Is global variable 'd' Equal to 1

    + System: Trigger once

    + System: For each Sprite

    -> Sprite: Set 'number_animation' to global('set_animation')

    -> System: Add 1 to global variable 'set_animation'

    -> Sprite: Set animation to S.s({"master_animation","tiles",Sprite.Value('number_animation')})

    if

    ({"master_animation","tiles",0}) = grass

    ({"master_animation","tiles",1}) = water

    ({"master_animation","tiles",2}) = lava

    ({"master_animation","tiles",3}) = grass

    take this expression for example S.s({"master_animation","tiles",Sprite.Value('number_animation')})

    if

    sprite 1 Sprite.Value('number_animation') = 0 it should be grass

    sprite 2 Sprite.Value('number_animation') = 1 it should be water

    sprite 3 Sprite.Value('number_animation') = 2 it should be lava

    sprite 4 Sprite.Value('number_animation') = 3 it should be grass

    but S.s({"master_animation","tiles",Sprite.Value('number_animation')})

    don't read Sprite.Value('number_animation') so it stay at 0 which is grass

    Hmmm. Ill try to take a look at this, sorry the response is so late but if I'm understanding you correctly it should be some other problem going on, there's nothing I can do with th sdk to change the way it reads expressions, so it should automatically read those correctly. Ill read thi agagin later to try an interpret

    I'd like to try the plugin, are you still working on it? Should I download the alpha or wait for beta. Could you move it to the plugins section? It always takes me a while when searching for it.

    Ill try to move it when I get home. Its fine to use now. Only broken feature is pointers, but they are not needed, just a shortcut

    Just a suggestion if you ever add anymore to S.

    How about a way to save an array within S itself?

    Something like this:

    + System: For "x" from 0 to 5
    -> S: insert number {1,2,3,4,5}@loopindex("x") to {""} at "end"[/code:2vapn45h]
    
    With out the need of a loop.
    

    That's definitely, possible. But yeah, at the moment focusing on the ultimate engine of doom, but when that's over remind me again and ill add that

  • Lucid, that's awesome! I look forward to being able to use this in the future. Character proportion is my biggest issue with art design!

    I'm curious, can the model be rotated on the z axis? Even on the 2D plain, it's nice to be able to make a crouching person's knee look like it's bending towards the player. The lack of this is one of the limiting features I've found with other (and more basic) stick-modeling freeware.

    Not exactly like that, but one of the features will be to be able to define things like head and limb rotations by actually animating them, either with frames, simple width/height stretching, or distortion, and then use those rotations with controls in the animator as if they were actually 3d movements. So after defining what the rotation will look like, you'll just grab a zrotator, and it will rotate in whatever way you defined.

    Looks great!

    Somepony has a hit on their hands.

    > ...overall awesome perfectness...

    >

    When you go pro, don't ever compromise on this

    Cross my heart, hope to fly, stick a cupcake in my eye

    gee i would have tried dota if it wasnt full of kids telling you every second "OMG NOOOOB PLEASE LEAVE OMG PLEAASEEE NOOB LEABE UNINSTAL THE GAME OMG NOOOB"

    Its been a while since iread about it, but supposedly valves version will have all types of special coaching features, like people viewing while you play, and being able to talk and give suggestions, and great coaches get extra stuff in game, don't remember what, probably like decorative stuff like badges and costumes. So there's an incentive to teach nooobs, and not to be an ahole while doing it

    Quazi and I play League of Legends. It's like DotA, but has it's own engine, and it's from the same creators. It's a free game, and tons of fun.

    <img src="http://i.neoseeker.com/mgv/394161-Lorx/161/28/wallpaper_1680x1050_55_display.jpg">

    I never played either, but I'm still excited about this:

    http://www.gameinformer.com/b/features/ ... tails.aspx

    Heard about that yet?

    With brother on weekends on pc:

    battlefield:bad company 2, battleforge, and just recently started playing company of heroes again

    On pc, with daughters when only one is home

    Lara Croft and the Guardian of Light

    On ps3:

    Little big planet 2 occasionally. Mortal kombat demo occasionally while waiting for the real thing

  • Thanks again!

    Anglelerp along with infinite image points will make for some great effects.

    Question tho.

    Does that take into account the sprites dimensions?

    no, it does not. just the numbers you put in there

    if you want it to do that you would.....

    multiply the imagepoint x and y you input into the expressions (not the result)

    by

    (sprite.width/sprite.originalwidth)

    like:

    S.xoffrot(origin x, origin angle, x offset * (sprite.width/sprite.originalwidth), y offset * (sprite.height/sprite.originalheight))

  • 80 unique objects at 1000x1000?

    if so that's your problem, if it's 80 instances of only 1 or 2 objects something else maybe

  • This is a "biggy".

    Also, how soon till you have a plug

    at least several months. just because of my dayjob,

    [quote:ij662lsd], and where does the waiting line start?

    after I release my first game with it. Not only do I want to be able to get my feet firmly into some type of profit off of a game with exclusive tech, so I can escape my mindless dayjob of hatred. Seriously, I would and could make much more cool stuff, commercial and free, if I wasn't trapped there.

    I also want to test it for stability and overall awesome perfectness. plus the game'll serve as a demo of what's possible. There's alot of neat stuff planned and half-implemented that will separate this from ubiart and I think all other animators. But it'll be alot more interesting to see than to talk about, so I'll save it for when I have some vids

    i do plan for it to be commercial, but well priced, and I'll make sure it's well worth it.

    with the editor free to make characters, and save them, and mess around with them and test them, even share them with others who have the editor. but the export to constructable form, and the plugin will be what you pay for

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lucid

Member since 16 Jan, 2009

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