tulamide's Recent Forum Activity

  • That's odd. Maybe something else in the event sheet causes it?

    I have made a .rar-archive, containig a folder with 4 files (one cap and 3 dummy files) Please extract it and run the cap. It works for me as it should.

    Hopefully it will work for you as well and you can compare this one with your own cap.

    http://www.mediafire.com/file/6xlp9tdyoov542z/listboxfilter.rar

  • And it is correct that it doesn't work. The token you would get with your comparison would be the filename without extension.

    example.png

    has two tokens if the seperator is ".": "example" and "png"

    Looking for the first token (index = 1) would only be true if you'd compare to "example"

    Looking for the second token (index = 2) would only be true if you'd compare with "png" (and not ".png", the dot is the seperator of your tokenized list)

    This should work:

    + System: GetToken(File.CurFile, 2, ".") Equal to "png"

    EDIT:

    It only works with normal filenames! For example, if the filename is "somepicture.jpg.png" then you would need to compare against the third token.

    A better working way for you is

    + System: GetToken(File.CurFile, NumTokens(File.CurFile, "."), ".") Equal to "png"

    This will always look at the last extension of a file's name.

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  • For those who are not aware of the worldwide "trading agreement" ACTA, that's soon to be ratified in the EU parliament, already signed by the US and over 38 other countries:

    http://www.forbes.com/sites/erikkain/2012/01/23/if-you-thought-sopa-was-bad-just-wait-until-you-meet-acta/

    Watch the first video to understand what it means to the internet.

  • If you want to know how Nillo made it, I'd say, simply ask him ;)

    A simple example showing how to move objects grid-based can be learned here:

    Grid Movement Alternative.cap

    I made it as an example for another issue, so it's just a basic hint, something to start with. It does not use the grid movement behavior, that makes it versatile.

  • "creating enemy AI" is a bit vague. What exactly will they do? A simple pathfinding can be done with the rts behavior or by implementing the A* algorithm. http://en.wikipedia.org/wiki/A*_search_algorithm

  • use modulo:

    hour = hour % 12

  • Mr miller, I actually have a few ideas for how speech synthesis could be improved drastically with procedural inflection, and emotion using the recorded phenomes type of synthesis, unfortunately when I asked a similar question a long time ago, the responses I got suggested it was using a built windows speech synthesis feature that doesn't have much flexibility. The source code is not available on the svn, either, so I can't check.Well, there are quite a few tts engines.

    http://sourceforge.net/directory/os:windows/?q=speech%20synthesis

    eSpeak

    FreeTTS (Java based))

    Hephaestus

    What they do have are complex phoneme creation algorithms, sometimes including intonation and rhythm. What they don't have is a professional voice talent recorded and splitted into phonemes, so it is a computer generated (say, built with basic waveforms) voice instead.

  • BTW, whats about particles like in Skyrim , and which attribute is for particle size? ( I mean not single particle)

    Skyrim is 3D, CC is 2D. Everthing else, like the foggy or flashy visuals is done with pixel shaders on top of the particles, and can be done in CC.

    There is no global size attribute that scales the whole particle construction. You have to tweak the parameters to scale.

  • I experience it, but it is far less than a few weeks ago. It is only occasionly now and it may be by accident, but if it happens it now seems to only happen when using quick reply.

  • This is the important part of the linked news:

    "It begs the question that if you can find and arrest people who are suspected to be involved in piracy using existing laws, then why introduce further regulations which are US-only and potentially damaging."

    I hope US citizens will wake up before it is too late and fight SOPA...

  • Hmm? <img src="smileys/smiley4.gif" border="0" align="middle" />

  • I will see if i can put something toogether. In the meantime, to give you something to try on your own: The platform behavior has 2 actions, "set additional x speed" and "set additional y speed".

    Whatever value you use for them, they will add or substract (if they are negative) to the current speed. It is valid per tick, so use an always event for continous additional speed.

    the additional speed components can be calculated from an angle using sin and cos:

    x_speed = cos(angle) * factor

    y_speed = sin(angle) * factor

    You just need to differentiate when the character is walking and when sliding. And you need a way to get a dynamic factor (higher factor = faster slide)

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tulamide

Member since 11 Sep, 2009

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