lucid's Recent Forum Activity

  • It is called (tadaa) "Color Replace", created by lucid, and can be found in this thread:

    http://www.scirra.com/forum/viewtopic.php?f=17&t=4234&hilit=color+replace&start=10

    > Does the shader take into account semi transparencies, or offer a color range?

    >

    No, and no.

    I couldn't make it do the transparencies I believe cuz it had premultiplied alphas or something. Someone who knew more about shaders explained why it didn't work to me

    also, there is another one on that same page for color ranges

    scroll down the page a little bit

    there is one called range tinter

  • back to the original topic

    to put it another way

    almost no one here knows python

  • maybe this should be moved or duplicated to the Construct Discussion forum as well

    I think there's alot of people who wanted this, but probably don't check construct engineering much since they couldn't really contribute much here without a nonexpress vc

  • >

    > > flash is not and probably never will be properly 3D accelerated.

    > >

    > dx11 supports hardware accelerated vector graphics

    >

    any version of D3D supports accelerated vector graphics,

    nah, it's new. unless we're talking about 2 different things

    I'm talking about 2d circles beziers and geometric primitives, like flash

    they were never hardware accelerated,

    that's why they've always been slow

    Direct2D is new to dx11

    with the proper math which Adobe was never able to produce

    I'm sure adobe is more than capable of making some dx api calls.

    programming the math manually the way they did for flash would be much much tougher

  • [FIX] - Bounding boxes of elevated 3d graphics are calculated correctly.

    WOOOO!

    the z sprites don't disappear anymore

    you guys rock!

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  • flash is not and probably never will be properly 3D accelerated.

    dx11 supports hardware accelerated vector graphics

  • lmk

    just lets you see construct users who are playing on steam

  • Hi Lucid,

    I'm trying to work again with S on this inventory thing. Here is the general idea.

    The player has X number of equipped item slots (3 in this case) and a large area where inventory items can be kept (bag or case). When the player goes around and touched an item it is added to the case. If the player then switches to inventory mode they will see all of the items they have touched in the bag. They then have the option to equip and unequip items. When they equip an item the icon for that item displays in the equipped slot.

    Of course, this could also relate back to the player. If they have certain items equipped then they could have those actually spawned with them (like a knife vs sword) or a magic spell.

    Ok, that is the main idea. I've attached a .cap with a really rough implementation that is just really bad and doesn't work well. It crashes unless I switch to inventory mode before having the player run over the item. I completely do not understand that crash. It also doesn't work if more than one item is in the family. I thought one of your example used just the object kinda like what I am doing here (even though the family is specified). I clearly do not understand S right now.

    Also, unrelated to S do you know a way to "pick object by name". For example, if the global var # of equipped is 0 I would like the equipped0 panel to display using something like (object name = "equipped&global("equipped").

    Here is the .cap:

    http://www.box.net/shared/g3sf71mjl2

    Thanks for any feedback.

    sorry for the slow reply

    here:

    http://dl.dropbox.com/u/1013446/inv2.cap

    the most important thing to remember when dealing with objs and objtypes is to recognize and remember the differences

    it's definitely a little strange at first, because in construct you normally never have to think of the differences. The idea of S is to give you some of the same abilities you have when making a plugin in c++.

    so if you want to remember what "kind" of object, that's an object type

    you can create and object of an objecttype, or select objects of an objecttype, or even check if an object is of an objecttype

    if you want to remember an actual object, that's object

    objects are things on the screen, that can be moved around, destroyed, have behaviors on them, etc.

    when you put the objects in the array, then you destroyed the objects, the array was remembering objects that were no longer there. To avoid this, when destroying objects inside an array, use the delete object action. This allows you to destroy the object and delete it in one step

    for in an inventory, however, where you don't want the object on the screen, you just want to remember what type of object it is, that's an objecttype. please try the example, and let me know if you have any more questions.

    one of the things I hope to eventually add to 's' is a debugging feature, where instead of crashing, there can be an "on error" condition, and a "geterror" expression, so you can set a textbox to the error, and see why it's happening. should make it easier to learn, and to find mistakes. that's a little further down the line though.

  • thank you deadeye

    to be honest. Unfortunately, I still don't have any idea when I'll be able to fix this.

    but I'm going to be rewriting the spritefont plugin, from the ground up

    I'll have a look over the original one, and see if it's not possible to actually make caps compatible, but also, it's probably a good time to make suggestions for the new version. I think there may have been some confusion over how to use this one, which is probably mostly the lack of documentation. sorry guys. if there are ways to make it more convenient or easy to understand, let me know. Also, I plan to still use sprite frames for individual characters, but if someone has a better idea that doesn't involve making an automatic tile splitter, or mesh distorter, I'm open to suggestions.

    I apologize for the indefinite delay.

    but the truth is, I've searched for the source of the random glitches. alot. that was my first major program beyond a beginner tutorial, it's pretty ugly. it will be quicker to start from scratch.

    I understand some people may have important projects that were depending on this plugin to eventually work. The best assurance I can give is, I will be needing a reliable and easy to use version for my personal project, which I plan for commercial release. When I'm done with basic game and interface mechanics, I will be working on spritefont full force.

  • [quote:6ff5jnkm][FIX] - Should no longer require python to be installed on your computer to use python. The necessarily files are included.

    woohoo!

    thanks again devs

  • im using 's' and the perlin noise plugin

  • hey arsonide

    btw, I've been using python heavily lately

    I think python gives a little more freedom than a plugin, since you have about the same amount of power and flexibility (at the cost of a little speed)

    but you can cater your programming to your specific cap file

    and also, there's a little more freedom with expirementation

    since you can immediately try out any changes, rather than closing construct, rebuilding the plugin, open construct, opening cap

    thanks again for the perlin noise btw

    also using that in my current project

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lucid

Member since 16 Jan, 2009

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