Zotged's Recent Forum Activity

  • There's a number of ways to do this, the most straightforward ones involve detectors. Instead of manually setting up invisible objects to each platform edge that are used by the AI to detect it you could just create them in the runtime by making use of image points and families.

    Say, start of layout for each of the family Platform -> create detector left on image point xy, create detector right on image point xy.

    You could also use detectors positioned to the feet of the enemies and make the turning condition true whenever the detector DOESN'T touch the platform.

    It doesn't get much easier than this if you don't want to compare the distance an enemy has walked to the width of the platform which isn't exactly a smart way of doing it.

  • Should be simple enough, either compare which one was selected and destroy all the others. Assume character 2 is selected: for any character object's value that doesn't equal 2 -> destroy.

    You can also disable the behaviors so that effectively only one of them is controlled. Also if your characters are simple enough you could just use different animations on the same sprite instead of different objects. It's not really too feasible a solution if you have anything more complex than a few frames per character.

    http://up.servut.us/39892 (CC r2 cap)

    This example has different character objects that are destroyed accordingly.

  • Stray Senses: Environment and lighting test

    It's become a habit to show only old stuff. Nothing is ever fresh out of the oven. This video in particular is dated 15.12.2011.

  • I'd really love to see clicking conditions for the inventory items. I've PM'ed you a cap with an explanation on what I'm willing to do with somewhat exhaustive detail.

    Basically I can't make much use of the inventory panel and objects as it is since I can't figure out a way of interacting with them. I've written a simple-ish system to fill the inventory according to file entires, each item is given unique id (since gwen obviously doesn't want multiple widgets with the same name) and their type and other values are stored as data. But that's it. I can't seem to be able to continue on this any further if I can't check on clicks on the items.

    Another thing that I'd really love to have is 'stacking' conditions on inventory items, essentially a condition for trying to place an object on top of another one. You could make objects stack, or adding in data value of the bottom one and destroying the dragged entry. In my case I'd use it for reloading weapons from ammo stacks or combining ammo stacks together.

    So mouse clicks (left, right, middle, double, whatever can be implemented :)) and checking whether there's an object under the one you're trying to drag.

    I found something that's probably a bug in the inventory panel too, I have an object with grid dimensions 4x1 and it can only be moved around from two leftmost grid tiles. The two on the right just click through, apparently. It's in the cap (Dragunov).

    Also, I was wondering how the Item can fit -condition is used? When does it trigger? Does it trigger every time if I drag an item with the name defined in the condition and it fits?

    So uh it occurred to me that I'm just doing things wrong, and there is a way of doing all this. I hope that's the case, since gwen is brilliant as it is and I wouldn't want to bother by whining about needing new features that's already there and I can't wrap my head around to use them.

    I didn't want to give the cap to the public, I'm a whore when it comes to wip stuff.

    Edit: Update 8th September; For no apparent reason GWEN has decided not to work anymore. I get no rendering on runtime, edittime works fine. This began when I started implementing GWEN to a new project but couldn't get any display. To my surprise I didn't get anything out of the bundled example or my previous implementations either, which led me to suspect that the runtime side of the plugin is somehow broken. I tried reinstalling CC r1.2 and r2 and adding GWEN to them but the problem still persists.

    What's puzzling is that this problem just appeared overnight and I can't think of anything that could cause it. It's not a missing skin or anything for sure because caps that were previously fine don't work now.

    Are there any external dependencies I should be looking at? What could possibly cause this?

    Edit 2: Update 13th September; Intriguing, it was a killswitch after all.

  • Looks like I ran into some trouble with this. It's the default example cap untampered with other than changing the font from Times to Verdana, although it didn't appear right to begin with.

    <img src="http://i.imgur.com/ephhw.png" border="0" />

    Am I overlooking something? The widgets appear either clipped in a wrong way or straight out missing and many text elements have very unfitting colors.

  • Ok, I replaced 3000px width png24 with 1000px width jpg and use layer effects to have shadows and light over character (mr. blue box) and now VRAM usage is something about 90. But, I don't get it. It use 90MB of video ram from graphic card?t's a very bad practice to have humongous textures as backgrounds. Doubling the texture size quadruples vram usage. Yes your game is using 90mb of video ram but some of it is taken by the shaders so it might not be all textures. Once imported to CC it doesn't make any difference what format the image files used to be in, they're converted to png unless you load them in the runtime (in which case they still take the identical amount of vram but might be comparatively highly efficient when stored externally).

    Anyway you should always use textures sized in the powers of two because that's how the graphics cards handle them. If you have a texture of the size, say, 1050x1050 it'll be treated as if its size is 2048x2048 which is a huge waste of vram.

    4. Five xaudio objects play the same file - "fire1.wav" - at different places (those fancy fireplaces). So, I must "cache" "fire1.wav" to every xaudio object or one caching is ok?his too is a very bad practice. There's almost NO need to have multiple xaudio objects, let alone multiple ones for individual sounds that are the same. If you want quick results without looking at channels you can make use of xaudio's autoplay feature. You have to think of xaudio as a library that plays sounds for the entire project, not as a single sound that's treated as an object. It's very nonsensical.

    Thanks. I don't have (I mean CC don't have) few layer effects that I want ("hard light" and "screen" from photoshop) so it's don't look like it should look. And about resolution - I still use 1024, so it's ok for me.n effect similar to photoshop's hard light could be achieved fairly easily by stacking a contrast or curves shader with additive or screen on the layer and finding the right values.

  • Do this.

    The window size is an application setting.

  • Looks like it's related to Visual C++. Maybe you should try reinstalling Construct and remember to allow the VC++ installation. I don't remember which version of VC++ Construct makes use of because I have uh... plenty of them installed.

    <img src="http://i.imgur.com/jFdti.png" border="0">

    If reinstalling Construct doesn't do the trick try installing either the latest Visual C++ redist. or one of the 2008 redistributables. Someone else might know which exact patch is the one you'll need if the problem is related to VC++ at all.

  • It works simply because the next layout won't (obviously) render at all until it's fully loaded and thus during the transition between layouts the last rendered frame of the previous layout is shown but not updated. This means that until the actual game layout is ready to start you'll see only the loading screen layout.

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  • As I said it does show the true loading process. If you fill a layout with sprites you'll definitely see the loading screen, which will disappear once the layout loads. This is exactly what it does.

    Unless you have some data loading written by you, such as a level editor, or you're fluent enough with the plugin SDK you could have a progressbar or whatnot. This however is exactly the way you do a loading screen and there's little to argue about.

  • This way. Press 1, 2 or 3 to switch layouts. The layouts are nearly empty so the change of layout is instant but if you have multiple objects the loading works exactly as you'd expect it to; once the layout loading is finished it'll change layouts.

    You store the name of the layout you want to jump to in a global variable. The loading screen has only one event that jumps to the layout stated by the variable. Every time you switch layouts you'll do it the same way: set the variable and jump to the loading screen layout.

  • I'd count our (mine these days) project Stray Senses as one, too. Development has been bumpy for three years and limited to art and assets for the ongoing year but I'll get to it once I'll have a decent desktop to work on. My 2008 laptop doesn't run this. At all.

    It's originally designed with a 'S.T.A.L.K.E.R. meets a Silent Hill' -ish premise but, depending on how demanding turns the development takes, I'm fairly sure I can't deliver the original design at least not by myself. We'll see.

    <img src="http://planar-studios.com/ztg/img/proj/planar/ss/ssdev_1.jpg" border="0">

    I've pasted this screenshot so many times. (I like it so so much)

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Zotged

Member since 2 Aug, 2009

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