tulamide's Recent Forum Activity

  • I have an issue with sprites that move in any direction. For example, say I have a sprite of a sequence of animations of a guy running in-place; in that situation the sprite doesn't blur.

    But when I make that same sprite move across the screen in any direction, it seems to have a slightly blurry look as it moves.

    Do you think this is a similar issue to what kirby posted?

    Don't cut my head off, but I think I should bring this to attention: A TFT LCD with more than 5ms may also give this impression of a blurriness while in motion. But well, then you would have noticed this already in games you play.

  • I have a small question about MyGUI integration.

    There is 2 manners to integrate it:

    - directly in csx file with the sources (as now)

    - using an external dll, which implies that games using CGUI must include MyGUI.dll.

    What do you prefer?

    So it's having a bigger .exe against taking care of distributing externals with the game? I'd prefer a bigger .exe, there's already python and lucid's liquids. The less extrenal dependencies the better, from my point of view.

  • I really hope you can get this to work reliably. It would be such a useful and time-saving extension to Construct.

  • I don't even have a password...

    What is more secure than having bots testing strings against nil?

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  • I'm having a hard time with collision masks. I can't tell why, but when editing the mask I often end up with having no mask at all, if I try to copy one to all frames. I needed to edit the collision mask, because there are areas that shouldn't collide (e.g. long hair). I finally went back to the old method^^

  • [quote:11c71dkz]Does a construct array have any of those restrictions?

    That I don't know, but you can always use int(), or str() applied to what you retrieve from your array to be sure.

    Other than that, I don't know what to tell you... frame rate issue?

    You may store text and numbers mixed in an array. Every array "cell" keeps the information if the data is a number or a text ([Array: Set index 1 to 20] stores the number 20, [Array: Set index 2 to "20"] stores the text "20")

    EDIT: When running without debugger the result of 2 * Array(2) is 2 instead of 40, because multiplying the text is an error and therefore the text is treated as nothing.

  • From what I see here it's hard to tell what the issue is. For example, all the pv, are they text or number pv? Do they get mixed up? If you accidentally store a number as text, you will see the number in the debugger, but you can't compare it to a number as it is a text then, etc.

    Also:

    it never has anything to do with floats, it's always an integer.

    This isn't true. The fact that you use whole numbers doesn't make them integers. All numbers in Construct are always floats, and floats can get imprecise even when just calculating with whole numbers. That's due to the structure of floats.

    But that's vague. Can't tell more without actually seeing a cap. Couldn't you setup a demonstration cap? Would help solving this.

  • Do I really read what I think I read of the title of your game?

  • Right out of the box it is not accessible to you. But, there are two possible ways:

    1) Some experienced C/C++ programmer makes it a plugin

    2) Some experienced Python programmer accesses the provided dll with c-types and creates some scripts for you to use.

  • No prob.

    Since your in a learning mood.....

    You can also take a "slice" of the noise, or get the data from a single axis.

    http://dl.dropbox.com/u/666516/sea.cap

    Cool idea!

  • I would recommend to not use "+" but "&" to concetenate paths. The wiki explicitly states "&" for concetenating strings, not "+", while "+" is only listed for math addition.

    While it may work in the cap it may refuse to work in the exe.

  • Nice example.

    For the world size just keep in mind that the perlin's size is independent from any other sizes. You can create a virtual huge world (by setting the width and height of the perlin noise) and then use certain methods to draw the world's current section, like the one newt explained. But there is no limitation (You already experienced this, because in your example you lookup the perlin table at positions outside the perlin's size. It is set to 30x30, but you look up to 50). Just set a "sight-range" half the units of one screen. Then when moving lookup the perlin at sight-range and draw the appropiate sprites (or delete them if they are out of sight). In your example one perlin unit equals one sprite, and one sprite is 32x32 pixel. For one screen (your window is 640x480) that means 20x15 perlin units, and so you would look at your player's unit +/- 10 horizontal and +/- 8 vertical.

    perlin noise is generated around zero on both sides, negative and positive. If you set 4 you will get a value between -4 and +4

    For the trees: Why not make multiple use of values? For example, if you would use integers from 0 to 100, you could define that 50 represents grass, while 51 represents grass with a tree on top, and so on.

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tulamide

Member since 11 Sep, 2009

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