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  • I always just open add sprite

    use the fill tool, turn the blank square into a colored square

    then stretch it out to a rectangle in the layout editor

    and clone it a bunch of times

    I know it's not as convenient as what you're saying

    but the whole process takes less than 15 seconds

  • that looks really cool nowon and eamy

    I like the weird atmosphere you have there eamy

    nowon, the tank models are awesome

    you should add drop shadows on the ground of stuff

    and the explosions are nice

  • what does "broke everything" mean?

  • its very difficult to figure out what you mean from this post.

    you need to explain what you're trying to do, and what you're trying, and what's happening in a way that makes sense to someone not looking at your screen. your post is more of an expression of your confusion and frustration than it is an informative explanation of the problem.

    for starters though. you can zoom in using the zoom actions in the system object (automatically included in your cap)

    you can scroll to your object using the Scroll to Object action, also in the system object

    it sounds like you might be trying to make the background move instead of your object, but thats not worth explaining if thats not what youre trying to do.

    could you please clarify your problem, so we can better help you?

    also, if youre afraid of messing up your cap, just save it again under a different name, and then you mess it up all you want and even save it, and youll always have your old backup to go back to if you need it

    trying stuff out and making mistakes, and learning from them is the best way to learn

  • see my post near the end of this thread

    theres a long explanation, and an example cap:

    scirra.com/phpBB3/viewtopic.php?f=2&t=4169&start=10

  • update for yall

    ive done a little research, and it seems the intel should be equivalent to an amd x2 6400+, for various reasons.

    also, i'm going to try and hold off for a little bit, because nvidia/ati are planning to release their directx11 cards between late september, and late december.

    i was really looking forward to a power boost...but its probably a dumb idea at this point

  • instead of using on-control, or controldown

    you can use 'Always', and the 'GetControlState' expression in mouse/keyboard

    (I will also add it to my custom controls plugin, I left it out by mistake)

    for instance,

     Always-Set Velocity X to  GetControlState("Move Right") * 10[/code:12uw5klu]
    Get Control State returns a value between 0 and 1
    also, many behaviors automatically set the speed depending on the 0-1 value
    
    also, if you want to set up your actions more similarly to how you said
    you could use the system-compare condition
    if GetControlState("Move Right",1) is greater than 0 - Walk
    if GetControlState("Move Right",1) is greater than 0.5 - Run
  • I was using the "control is pressed" in the plugin, not the mouse/keyboard. It does not work in a my game or in your example CAP on my system with version 0.99.42 vof construct.

    use new link in original post

    problem fixed

    thanks for reporting it

    also, I was going to ditch the deadzone tweaks I had added to the 360 controls because I thought that was fixed in this version. there should be an update soon that fixes those problems where you press left and it goes up.

    also, I'm going to change the way you set images for 360 controls

    it's a ridiculous pain. tell me what you think of this system

    you load all the images into an animation, so you can just import them from a directory

    there is a specified order you put them in, and then you just tell it which sprite it is

    you will also put blank frames if you're missing an image or don't wish to include one.

    it is a slight inconvenience to have to rearrange all the frames in the animation editor to the correct order, but nowhere near as annoying as loading all the sprites individually, or setting up individual actions for each image

    what do you think?

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  • can the bone behavior source be put on the cvs....sometime soon?

    maybe even, right when you read this?...a personal pm to a dropbox link of a RAR file would be just as good

  • normally I wouldn't do this, but holy goddess this has me all excited

    please do not reveal even the tiniest bit of the plot if you're aware of it

    it would be easy to go look up details for anyone who's interested.

    I myself want to go to theatre knowing no more than I do now.

    anyway, for those who haven't seen this yet:

    http://www.apple.com/trailers/fox/avatar/

  • <img src="http://dl.getdropbox.com/u/1013446/New%20folder%20%284%29/phys.PNG">

    when you go to type numbers into the boxes for anything, like where you would set a private variable or check a value (like where the red arrow is pointing), you can double click an object's icon to get a list of expressions.

    If your object is using physics, there are Get Velocity X, and Y expressions. Although they aren't in pixels per second, it's physics's internal scale of speed.

    if you need to combine these two into one speed, it would be

    sqrt(Sprite[Physics].VelocityX^2+Sprite[Physics].VelocityY^2)[/code:ayxlwcfm]
    
    if the answer must be in pixels per second, then you would have to make a LastX and Last Y private variable
    and 
    [code:ayxlwcfm]-Always
    -----PixelsPerSecond=distance(sprite.x,sprite.y,sprite('LastX'),sprite('LastY'))
    -----Set LastX to sprite.X;
    -----Set LastY to sprite.Y;[/code:ayxlwcfm]
  • there are plans for a directinput plugin in the future that supports more controllers

    but for now, it is only the 360pad and other new xinput pads

    there are drivers to make your directinput pads emulate 360 pads though, if you just want to try your own game, although that's obviously not an option for the release of a game

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lucid

Member since 16 Jan, 2009

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