tulamide's Recent Forum Activity

  • Look this site Here do you think this code may work with fx file for construct?

    The code would work, but wouldn't help much. He is faking a transition, by simply evaluating the grey value of every frame of an already existing transition video (where a transition effect was applied between a black and a white image). So, the hard work (the transition itself) is not coded. All the effect would do in Construct is to look at the red channel of the pixel colors, and if it is below 127 a pixel of the old layout is shown, and if the red channel of a pixel's color is above 127, a pixel of the new layout is shown. The result would be a noisy intermediate, non-transitioning image.

    If you find some real transition code (XNA, HLSL) you like to use, just drop me a line, I'll convert it for you.

  • I've never done a transition, but it should work as easy as doing effects.

    • fx files are based on HLSL
    • define 'prog'( float prog; ), which returns the progress of the transition from old layout to new layout as range [0, 1]
    • BackgroundTexture for the old layout, ForegroundTexture for the new layout
  • scirra.com/forum/tutorial-variables-arrays-hash-tables-an-overview_topic41773_page1.html

    Includes example caps.

    Please keep your topics more readable. (HaSh TaBlEs isn't helping in identifying your issue, although I'm glad you didn't use something like H8S4 T83l3s <img src="smileys/smiley17.gif" border="0" align="middle" /> )

    [rant]To everyone who reads this: I know it takes a few seconds of your time, but please make use of the search function. Often there already is an answer, example cap, explanation, etc., to your question.[/rant]

  • As I remember, 1 px per second equal to 100*timedelta, so 10 px should be 1000*timedelta

    This is wrong.

    One can either move pixel-based or time-based. If you move time-based then

    distance per second = n * TimeDelta

    This is true to every framerate. If you tell a Sprite to move

    +Always

    -> Sprite: Set X to .X + 20 * TimeDelta

    It will move by 20 pixel per second to the right, no matter the framerate.

    However, Shindoh decided to move pixel-based. No matter the time, on every frame change move

    .X + 10

    Shindoh, I didn't recognize a misbehavior when trying to recreate the issue. Without a cap I can't help much. But make sure the animation is not retriggered on every tick (like it is in the code example of your first post). Also make sure, the "frame speed" property of the individual frames of the animation is set to 1.

  • Yeah, remember the time needed for huge projects! A group of ten to twenty developers might be able to get a full-featured rpg done in 2-3 years. Now Construct developers mostly work in much smaller teams - if not alone. But Construct doesn't exist that long - about 4 years.

    If you're missing a professional rts - why don't you give it a try and be the first one to present it, Idmn?

    I'm looking forward to it - let's meet again in a year? <img src="smileys/smiley1.gif" border="0" align="middle" />

  • One of the developers calculated the 10. October 2011 as the release date for 2.8

    The other versions to come are also very interesting. From what I see, starting with v3.4 it will be a full Photoshop clone (in the good sense). I just say: automatic layer boundaries, auto-anchoring and layer effects ;)

  • You won't be able to do it in construct. Last time I checked carma quite literally just moved the vertices in their cars depending on the collision. You can't manipulate 3d objects at all in construct. I doubt you can do it with sprites.You can. The action is called "Set relative displacement".

    You'd move the vertices dependent on the distance of the overlap. If car2's left edge is at x = 50 and car1's right edge at x = 70, you have a distance of 20 pixels. Translate that to the vertices of Car1 and move them away from the impact point, with a strength dependent on the distance of each vertex from the impact point. The degree of realism of the impact would be dependent on the number of vertices you use per car.

    At least I think it would have to be done this way.

  • I understand zen.

    It might be just as Jayjay explained, but it still doesn't help in any way. It's assuming we all have experiences with mmf or gm or whatever other app, to be able to compare it.

    Just asking is better than often having to read, how it is done in other game creators. This isn't other game creators, it is Construct ;)

  • And also does anyone know why my method doesn't work. Your method works, you just don't see an effect. The problem is that you are writing the text instead of setting it. Now whatever low milliseconds you tell it to use, the fastest it can write is by 1 letter per tick.

    On the other hand you tell it to restart writing at every tick. The result is a blank text box (tick x: no letter, tick x+1: letter 1, tick x+2: letters 1-2, etc.)

    You can see more clearly what I mean when you add a "trigger once" to event 4. Now it has enough time to write the whole text.

  • From my personal experience, custom collision masks for the physics behavior can have a big influence. When working on a fluid simulation I first used a custom collision mask with only 4 points and could use 300 instances. With the help of the community I found another method where I could use ellipse collision. The result was 6 times the number, or 2400 objects.

    The more objects with custom collision and the more points in the collision mask, the more influence on the frame rate. On the other hand you might only have 50 objects in total, so it's hard to tell, when exactly it is unusable for you.

    You will need to test it. Just create a sprite of the intended size and a collision mask with the number of intended points. Create 50 instances and watch the framerate.

  • I made a list i wanted to have it so that you could add alot of files through the comondialoge object but their seems to be something wrong with the multiselect function??!You asked if there is something wrong with multiselection. I showed you that there is nothing wrong with it.

    Can it be a bug?You then asked, if there is a bug. Again, I showed you that there is no bug.

    Is the fault with the index? Should i use for loop so that i can use the proper ined 0-1 whichever is what the list obeject and the commondialoge use?Then you asked for 1-based or 0-based, and if a for-loop should be used. And again, I showed you how to use a for loop and that it is 0-based.

    Now what else do you expect me to answer? I can only answer to questions you make. And I did, with an example file.

    I can't find anything wrong in your actual cap. It all works as expected. You could download "Verve!", a complex example cap that also covers the use of the ID3 object, and what to pay attention to when using it.

    Other than that, describe your exact problem clearly.

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tulamide's avatar

tulamide

Member since 11 Sep, 2009

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