tulamide's Recent Forum Activity

  • Something like this:

    + If (Family) "Letters" Clicked:

    > RecordLetterVar.Add: Letters.ObjectName

    Imagine Letters contains objects like A, B, C etc. .

    It would be tedious to manually write an 'On Click' Event for every letter object separately.Yes, it would be tedious. Why not having a family pv and adding that to RecordLetterVar ?

    + MouseKeyboard: On Left Clicked on Blue

    -> System: Add Blue('name') to global variable 'letters'

    + System: Always (every tick)

    -> output: Set text to global('letters')

    'letters' here being a global text var and 'name' a family text var

  • ?? why you type so long ?

    ?? why you raise the dead ? 3 years old thread...

    Trying to collect some reputation points?

  • Change

    + System: For "" from -7 to 7

    -> Array: Set index (LoopIndex+(SplashCollision.X-Box.X)/4, 1) to 30

    to

    + System: Every 1000 milliseconds

    + System: For "" from -7 to 7

    -> Array: Set index (LoopIndex+(SplashCollision.X-Box.X)/4, 1) to 30

    Instead of 1000 use whatever period you prefer.

    ...And another tip: Instead of applying a seperate effect to every instance of the water sprite, try placing them on a seperate layer and apply the effects to that layer instead. You will have at least a 5 to 6 times higher framerate xD

  • An object is already accessed by its name. A Sprite named "bubble" will be accessed in expressions as bubble.someparameter

    What's the purpose? It could help making better proposals :)

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  • You're calculating the position relative to the box's x. But the box's hotspot is centered. Just change the hotspot to topleft, left or bottomleft to let it work with your calculation, or substract box.Width/2 from the centered x, or use Box.Left

  • Thank you Davioware !

    I told you so - a fallacy. <img src="smileys/smiley29.gif" border="0" align="middle" />

    Of course, I was missing the timedelta'd positioning. Funniest thing about it: I explicitly pointed this out in my Verve!-example-project. <img src="smileys/smiley9.gif" border="0" align="middle" />

    But it is also an interesting point about error accumulation on higher frame rates. It makes sense. A music sampled at 4 kHz still is the same music but sounds more different from the original than sampled at 44 kHz. Smaller gaps == more accuracy.

  • Ok, I know there is a fallacy - but where?

    If I do something like

    + Always

    -> Add 2 * TimeDelta to 'velocity'

    I expect the value to grow by 2 every second (2 after one second, 4 after 2 seconds, etc.)

    If I add that on every tick to .X of a sprite it works, when running v-synced. But in unlimited mode, the object moves far more quicker. But TimeDelta takes into account the higher framerate. What do I miss here?

  • Is there anyway to have this work with Construct 2?No, it is a DirectX based pixel shader.

  • 1. Is there a way to make an installer for your games in Construct Classic? When I check the installer box, the installer never creates and the .exe doesn't create when I check the installer box either.You can use any external package to create an installer, there are quite a few free versions out there. http://en.wikipedia.org/wiki/List_of_installation_software

    2. Is there a way to change the desktop icon of your .exe?Navigate to the Project Bar/Application/Icons/Default A double click on 'default' opens the picture editor.

  • A few things about the original example and splines: They are much more than curves. In fact they are ideal partners for such effects. Because you control the bendiness of the segments of a spline. They can be straight lines as well as a whole circle, they keep connected to each other, etc. The randomness is created with 2 perlin noise generators that are re-seeded on every tick in the flash example.

    The problem is just, that splines are much easier done in a script language like AS3 or Python than in an event-based system.

    The rest of the flash example is realized with effects, that you can use in CC as well, namely 'additive', 'horizontal blur' and 'vertical blur' and 'behind glow'

  • I had a quick look at parallax mapping, and it is not so much about the pixel shader version (it could be done v2.0 compliant). But in Construct you only have access to the actual texture and its background, you can't access a second or third texture (which would be needed). Maybe with a fixed parallax angle (set by a parameter) it could be done to the background.

  • Yep, the flash example uses splines, and you could achieve something similar with CC. But why doing all that work (and it is a lot of work) if there already is a nice looking solution using the ribbon object and distortion? <img src="smileys/smiley2.gif" border="0" align="middle" />

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tulamide

Member since 11 Sep, 2009

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