madster's Recent Forum Activity

  • Dear god.... this is why we need a way to build projects using external layout files!

    I realise it's probably impossible for Construct 1.0 but do consider it for 2.0....

  • Sweet! I wanted to do this but wasn't quite sure how to

  • Looks good, but I'll stick with ZBrush, spent long enough learning it's twisted UI after all, lol.

    Finally someone says it out loud!

    That twisted UI made me leave it to real designers. I'll stick to photoshop, took me long enough to get a grip on that.

  • I could help with an ISO behavior

  • all you need really is a shader than can control whats displayed using a hard falloff curve, and the overlapping of the gradients creates the meta-ball effect

    hmm I may have done this already a while back. An alpha remap effect. Note that since we're using premultiplied alpha, transparent colors will lose precision when made solid. But it works, I used it to make clouds that slowly vanish.

    with metaballs, you'd just put alpha-ramp spheres in a layer, then remap the layer's alpha.

    I'll look for the file, not sure if I uploaded it here.

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  • I used this here --> http://scirra.com/forum/viewtopic.php?f=8&t=5833&start=0

    It would seem that button IDs are getting mixed up, but I cannot confirm as Construct's debug doesn't show those values.

    Also, you can add and write private variables for SpriteButton, but they cannot be retrieved as expressions... which defeats half the purpose (you can compare them directly using the 'compare value' condition, but cannot involve them in a string operation)

  • yeah I was kidding.

    I hate popups, specially the ones that assume you're trying to do something and attempt to correct you.

    There's a reason why clippy's gone =)

  • You can have states nested within states. so more than 1 state returns true.

    <img src="http://upload.wikimedia.org/wikipedia/commons/thumb/c/cf/Finite_state_machine_example_with_comments.svg/220px-Finite_state_machine_example_with_comments.svg.png">

    This is what a Finite State Machine looks like. A door cannot be opened and closed at the same time. You could, however, have ANOTHER finite state machine that is only used while inside one particular state (thus addressing nesting properly).

    For example, following the door diagram: the door could have a locking mechanism. When in the closed state, you could change to a lock state in the door machine. When in the lock state of the door machine, you could have access to a lock machine, that upon reaching a certain state, issues an unlock rule to the door machine, which takes it to the closed state again. This sounds rather complicated here, but it's veeeery simple using separate machines, and they never mix up.

    Pert diagrams allow multiple active states, that is how concurrency is designed. FSM are completely different from Pert diagrams.

    A finite state machine has only one active state, which is the current state of the machine. If there were any more active states, it woudln't be a state machine per definition.

    All that said, I

    have a request

    (two actually).

    • First the simple one: an expression to get the current state.
    • Second: A FSM is much more useful with transition rules. Could one add rules in the form of rulename->destinationstate? so then one could just do Sprite[FSM].trigger("jump") and if any rule in the current state matches "jump", it would go there. Additionaly, a loop for traversing these rules would be nice (with currentRuleName and currentRuleTarget expressions). One should also be able to check if a state has a certain rule or not, in the form of Sprite[FSM].ruleExists(state,rulename).

    The above, coupled, would enable pretty good AI.

  • This is a dialog tree that loads everything from a .ini file.

    It uses State Machine, INI file, SpriteFont and SpriteButton.

    Nevermind the loose text object >_<

    For some reason, I can't get to state 4. I can't figure it out =/ help?

    http://www.udec.cl/~jfuente_alba/dialogtree.zip

    EDIT: State Machine is lacking something very important: an expression to get the current state.

  • Oooh yeah someone made a platformer once where you could "fall over" if you hit your head too hard.... wasn't made with Construct though =(

    It was fun.

    you could make it without real physics though, if all you need to do is adjust the angle and animation of your fall.

  • I'm sure Castlevania was a lot of work

  • I'd say that's waaaay too generic to guess. Elaborate a little. It could be great or boring, depending on the goals and other things like that.

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madster

Member since 17 Feb, 2009

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