lucid's Recent Forum Activity

  • btw, does this work for you: (does for me)

    http://dl.dropbox.com/u/1013446/workin360.cap

    doesn't necessarily mean other ways of accessing the button will work, like the buttonstate expression

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  • alternate runtimes such as android, and iphone won't happen in construct 1, though ashley said construct 2 will be built to allow that sort of extensibility.

    Also, iphone sdk requires libraries that are exclusive to OSX, and iphone developers need to pay apple a $99 registration fee, so android or winmobile7 would be the more likely runtime to come first for C2.

    As for the community being quiet and unresponsive. That's unfortunate, back when I was active on the help forums, asking for and giving help often, it was a thriving community. I suppose most of the long timers with most of the knowledge are either lurking waiting for the next big version, or busy working quietly on that big soon-to-be finished/published title. I know I am...

    well, the soon-to-be part is debatable...but slow and steady wins the race.

    edit: and everything ljd5 said. Once you learn a certain amount of construct, almost everything else becomes self-explanatory, sometimes broad or i-haven't-done-ghost-shooter-yet questions get overlooked by people who don't want to write a tutorial for an answer.

  • gambit wouldn't move at all for me. I may not even have the latest version. even if someone does/does not duplicate the bug, however, a stripped down cap with only the problem, and almost nothing else is the best way to test possible bugs. it's difficult and time consuming to hunt through a large cap for the code relating to a specific thing like 360, or a state variable, let alone the piece that might be causing the problem, if indeed it isn't a construct problem

  • thanks shvil, I really didn't want to store an array if it wasn't necessary, and I'm not sure whether this solution will work equally well in android, but for anyone who might stumble upon this, I asked the same question at stackoverflow, and answered my own question when I realized Arsonide had linked to the code he used for the perlin noise plugin.

    here's a link to the stackoverflow post

    and here's a copy of the solution reply I posted:

    [quote:2gxifrm0]Thanks for all the replies,

    and also, for anyone who might happen upon this asking a similar question, I found a solution that isn't exactly what I asked for, but fits the bill for my purposes.

    It is a perlin noise class that can be found here.

    I'm not sure how computationally complex this is relative to a conventional random number generator, which is a concern, since one of the planned platforms is Android. Also, perlin noise isn't the same thing as pseudorandomness, but from what I can tell, a high octave and/or frequency value should provide suitable randomness for non-cryptographic purposes, where the statistical level of true randomness isn't as important as the mere appearance of randomness.

    This solution allows seeding, and also allows sampling a random set from any point, in other words, random access randomness.

    here's an example set of regular c++ randomness (rand%200) on the left column for comparison, and perlin noise (with the equivalent of %200) on the right:

        91 , 100
        48 , 97
        5 , 90
        93 , 76
        197 , 100
        97 , 114
        132 , 46
        190 , 67
        118 , 103
        78 , 96
        143 , 110
        187 , 108
        139 , 79
        69 , 58
        156 , 81
        123 , 128
        84 , 98
        15 , 105
        178 , 117
        10 , 82
        13 , 110
        182 , 56
        10 , 96
        144 , 64
        133 , 105[/code:2gxifrm0]
    
    both were seeded to 0
    the parameters for the perlin noise were 
    [code:2gxifrm0]
        octaves = 8
        amplitude = 100 
        frequency = 9999
        width/height = 10000,100[/code:2gxifrm0]
    
    the sequential sampling order for the perlin noise was simply
    
    [code:2gxifrm0]    for (int i=0;i<24;i++)
            floor(Get(i,i)+100);
        //amplitude 100 generates noise between -100 and 100, 
        //so adding 100 generates between 0 and 200[/code:2gxifrm0]
  • With perlin noise plugin you can specify an x value to get a sampling of the random noise. If no answer comes I will search through a perlin noise to find it, but basically, from what I know of most random functions in most libraries, there is the ability to seed and retrieve values in the same order each time. I can't skip to the third value without checking the first and second. I also can't check a previous value without reseeding and going through all the values before it. I tried googling to find out what this randomly accessed randomness is called with no success. Does anyone know what its called? Or if it isn't a common language function included in most math libraries, does anyone have an idea of how it could be implemented without looping through a bunch of random accesses you won't need?

  • for 10 through 20 you would do

    random(10)+10

    also, under math in the 's' plugin there is a ranged random

    that lets you do that s.random(10,20)

    it also has the benefit of being a seeded random, so you can generate the same random sequence again later if needed

  • sorry kinila, forgot to check back to this post, but glad you figured it all out

    Hi,

    How do you save private variables for sprites that are part of the family?

    I'm creating a sprite formation editor that will eventually hold PV?s to determine the behaviour of any sprite after loading data from external files at runtime. This will save me masses amount of time.

    I?m having a hard time trying to save and load PV?s with the associated object array. Much like the level editor it will save/load XY positions. Trying to save various PV?s into number and string arrays but don?t know how to reassign them to indexed sprites. Sprites will have differing variable values and don't want to assign all the objects the same value...unless there?s another way I?ve completely over looked about how to approach this?

    Thanks for any ideas

    for each object in array (pick current)
       add your pv to the "end" of your private variable array
    
    upon loading all sprites to new instances
    for each string (or number) in your private variable array (let's say this loop is called "myloop")
    -----pick {"yourobjectarray",.li("myloop")} as yourFamily  
    -----set yourFamily's PV to .n({"yourprivatevariablearray",.li("myloop")})[/code:1n872g00]
    that should assign each sprite with the original private variable it had, regardless of what type of sprite as long as it was a member of yourFamily
    
    alternatively, once you're fairly comfortable with the 's', depending on what pv features you do and don't need, you may consider not using PVs at all, and just using 's' arrays to begin with.  but the above solution would work.
    
    let me know if my pseudocode made no sense, and I'll go into more detail
  • What you mean a new runtime?

    Like something for android?

    Right, or opengl, or linux, etc

  • Is it impossible to write an alternate runtime for construct 1, without rewriting other parts of construct? Or is it just that it's not as friendly as it could be?

  • If you know enough android java to write classes to mirror construct objects, and methods to mirror actions and conditions, it's possible to export large portions of a cap to text, and convert to java using mostly find/replace in a text editor. As ashley predicted in another thread it becomes less simple as a project grows in complexity. I would recommend if you decide to try this to program most of the game in python, using python classes where you would use java classes that don't have a construct object equivalent.

    If you're writing a game for windows and android,

    using construct still speeds up development when prototyping new features, since your final abstracted game objects are already there ready to test new ideas on. And the fact that all the directx and math code is already written for you.

    On a side note. Construct 2 will support multiple runtimes, and i will most likely be writing android and iphone runtimes if no one beats me to it. Also, construct 2 will be opengl as well. So, good news for the long run.

  • welcome to the boards

    on a less happy note, I don't think this is going anywhere just based on the last post before yours being more than a year ago, and I haven't seen megatronx active on the forums in a long time.

  • Oops...this is the right link:

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lucid

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