tulamide's Recent Forum Activity

  • A little off topic:

    I just saw your efforts on the tbb forum to get a simple answer to a simple question. Damn, it's a shame that instead of a simple "yes" or "no" you just get another link... But that's business I'm afraid; they never say something tangible, it may be to their disadvantage someday

  • First, some useful additions, e.g. the channel swapping. We could see color overlay as the every-day-use effect (the idea was to keep it simple), whereas color overlay 2 serves as tool for pros, for the ones who need more control to tweak their colors. Really nice.

    An additional fun thing thing about the effect (also with tulamide's Color Overlay) is that the values don't have to be between 0-100% . This might not be intended, but it's again quite useful in achieving nice color effects. This is as close as I'll get to color swapping, and it requires quite a bit of probing, but the recoloring possibilities are impressive.

    It was connived, but the results outside 0-100% may differ unexpectedly from what one has in mind, so it is a "handle with care"

    I'm currently (and because of design issues probably a little longer) working on an effect, that does color indexing, meaning swapping whole palettes of colors. It works fine but is limited in the way of initial coloring, so it will take a while to figure out a good and convenient way. Maybe I'm posting a test version to see what input comes from the community. I'm not sure.

  • This is very strange. I uninstalled python and all the python addons i had. Still the same error. It seems to be looking in the wrong place for these libs... It works fine on my laptop (which never had python installed).

    Maybe there is some python reference lurking in the registry?

    EDIT - I made a game that was just "Sprite.X += 1" and it works when i preview in construct, but doesn't work when exported. I get the same error (regarding StringIO). what is happening to my life?

    EDIT2 - Simple python program above works if i put it in the construct/data/python folder and put the python26.dll there too. However, the podsixnet stuff still doesn't work if i put it there.

    EDIT3 - Put the simple python program in the Doc & Setting/Alee/Application Data/Scirra folder. Doesn't work still - however the Temp.exe file DOES WORK. They should be the exact same file surely?! But they are different sizes (Temp.exe is 709KB, pythontest.exe is 905KB) What is going on...

    That's exactly, and I really mean exactly, what happens to me too.

    When selecting the .pyc modules, are they meant to be stored in the exe? When I export to exe, neither is the .dll copied to the folder (although Construct says so) nor are there any .pyc files.

  • lucid, I sent you a pm.

  • Looks promising

    Is this going to be a pure liquid physics simulation or will the plugin care about the graphics as well? And, will it be fast enough to be integrated to a game?

  • About pixel sharpness:

    I'm pretty sure the methods work. So there's a chance that something on your PCs isn't set up best, e.g. the graphic cards driver (driver settings may override app requests, and there are a lot that care for "un-pixelizing", like anti-aliasing, adaptive anti aliasing, anisotropic filter, mipmap details etc.)

    Other than that, I can only suggest that you post your caps in question here. I would have a look at them to try my best resizing the window.

  • > will Construct 2 still be Open-source or Freeware?

    >

    I don't believe it's going to be either.

    A statement in the russian interview from Ashley said otherwise. There will be a free version of Construct 2 (something like that - Google translator is horrible)

  • Well, I did delay the function calls but this only worked for a part of the displays, not all. But I never thought about delaying it "externally" so to say, although this is almost exactly what I did in my Auto Zoom Engine, for accessing PVs of newly created sprites.

    So thank you Squish for posting that. I will definitely try this asap.

  • Aaah, thank you very much. lucid, you saved my day

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  • I could really need some hints here. I don't know how to recieve a return value from a function/method.

    Simple example: I have a Textbox named Text an a script with the following code

    def somemath(x):
    	n = x * x - x
    	Text.SetText(str(n))[/code:3u6blokr]
    
    If I call the function with System: Run Script("somemath(3)"), the result 6 is correctly shown in the Textbox.
    
    [code:3u6blokr]def somemath(x):
    	n = x * x - x
    	return n[/code:3u6blokr]
    
    But what to do now? How do I receive the return value? (The same is with calling a class that might return something)
  • I'm not a lawyer, and english is not my native language...

    Having said this, from what I understand you should be safe. A plugin is part of an executable (in this case Construct) and should be valid for the libstdC++ Runtime Exception (but only if you are creating the plugin with this library), which frees you from gpl. That makes it possible to not only distribute it with the dlls, but also offer your own licensing, assuring that games developed with content created by the plugin may be commercial and don't need to offer any source code.

    I'm not a lawyer, and english is not my native language...

  • fps:71

    threads:2

    cores:2

    Advanced Micro Devices

    2209mhz

    Graphics card: ATI Radeon HD 2600 XT (512 MB)

    A bit confusing...the onscreen counter tells 142 fps...and subsequent clicks copy even less fps than the above (like 48, 25, etc)

    cpu 67%

    gpu 11%

    if this helps

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tulamide

Member since 11 Sep, 2009

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