KrushBrother's Recent Forum Activity

  • Any news on this Ars?

    Krush.

  • Has that been confirmed? I haven't kept up on everything going on with it, but if that's true that's a program killer. I can see it in addition to exe's, but web-only? I'd hate to have to switch back to MMF2, because, well, MMF2's event system sucks, but web-only would make me go bye-bye. I'd gladly pay for it if it's an advanced continuation of the original Construct but I don't know about the web-based thing. The whole concept with the original is just too good to throw away and go into a different direction now.

    I didn't mean that it wouldn't eventually have an exe export plugin, but that the focus has shifted away from desktop applications to be more web based. I think it should be the other way around, but that's just my personal opinion. I just hate that executables is now an afterthought, and now all of the plugins and examples that have been made by the community for Construct are effectively trash, seeing as 0.X won't be getting a whole lot of attention any more.

    Kind of disappointed when I read the article for the 2.0 release on the direction the Construct Team is going with the program

    That just about sums up my feelings on it.

    It's all about the moolah!

    They should have included .exe and web export from the start, and charged a price for it, and other exporters would be extra, much like Unity uses (my time is spent between Unity and Eclipse/Java almost exclusively these days.)

    I still love Construct 0.x, and have no plans to abandon my main Construct project, so by the time I've finished all these projects, maybe Construct 2 will have caught up with Construct in ability, and a fully-featured .exe exporter will be available at a decent price.

    I've got more than enough to be getting on with for most of this year, lol.

    Oh yeah, back on topic;

    Sounds great Arsonide.

    If you need someone to do any testing, I'll be glad to help out.

    Looking forward to what you come up with.

    Krush.

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  • Unless I'm reading this wrong, you want a condition that triggers when all objects of a certain type are destroyed, yes?

    If so, it's quite simple (but easily missed if you're new to Construct).

    Use the System>Compare to check the number of objects, like so:

    + System: Enemy1.Count Equal to 0

    and then you can make your "End of Level" sprite appear.

    If you're still not sure how to get to that, double-click the Event sheet, double-click the System object, and scroll down to Compare.

    Then, highlight value 1 (should be already) and double-click your enemy1 sprite in the bottom pane, and then under Misc, you should see "get number of objects".

    Double-click that and then click Finish.

    Krush.

  • Well, there's little point in arguing over the matter.

    You're just as likely to convince me that it's a good decision as I am in convincing you that it's not a good decision.

    I'll pop in from time to time to see whether Construct 2 has exe export out of the box.

    Krush.

  • Don't make me go back to MMF2 HWA ... PLEASE

    Lol, I missed that first time I read it.

    Krush.

  • As others have already mentioned, HTML5 is nice, but it's not going to attract many serious Indie devs.

    For me, C2 will have to have hardware accelerated exe export before it's a viable option.

    After that, things like HTML5 or Android export will be bonuses, but certainly not a priority.

    Regarding the way the browsers run HTML5, I have no intention of running Chrome or IE, that's why I run Firefox.

    You can't be blamed for Firefox's performance though, and I'm sure that they will fix this soon, and it'll no longer be an issue.

    Krush.

  • Hmm, so you are.

    I don't think the ctypes library supports it.

    In visual basic years ago, we used to create the transparent area in script merging multiple regions, but it wasn't advisable for complex shapes because of the resources it used.

    I'm sure Rojo will get back to you with something, but in the meantime take a look at the WSO library.

    http://www.veretennikov.org/WSO/Help/ht ... 8fdd5c76c2

    It has all the usual functions for regions, like ctypes has, but take a look at the bottom one.

    CreateRgnFromImage

    It allows the use of a mask, and it's Python compatible, so it should do what you want.

    I haven't used that library for that purpose, so I'll be interested to know how it goes.

    Cheers,

    Krush.

  • You asked this question last year, and RojoHound came up with the answer.

    You even got it working and posted a cap demonstrating it.

    Krush.

  • Oh, so the box is just huge and encapsulates the player, camera and level completely?

    Yep.

    Like I said, change the 100 to 10 at the start and you'll be able to see the cube clipping as you rotate.

    By setting it to 100, it meant that the edges of the cube could never touch the camera as long as it was rotating around it's centre, which it is.

    Krush.

  • Just to add what TecmanX has said, you can see from my example above that I use time delta for the same reason; To make sure that no matter what the framerate, the flashing will happen at the speed you want it, allowing people to see it flash exactly as you want them to.

    Krush.

  • Quick question, hopefully a simple one -- is there any way to make a character flashing/blinking WITHOUT making an animation with every other frame being blank? That isn't too hard to do, but... as you can imagine, it's a lot of work. I'd rather not do all of that if there's an easier way.

    The way I would approach this is as follows:

    Have a group (let's call it "flashing") that's always enabled, and have it monitor a variable that will determine whether the character should flash or not (let's call it "flashOrNot").

    Also, use a variable that will keep track of the flash rate (let's call it "flashDuration").

    In the "flashing" group, have it subtract delta time from "flashDuration", and if it dips below zero, add your initial amount (let's say 0.5 for half a second) and then toggle the character's visibility.

    And that's it.

    The "flashing" group will take care of everything for you, and all you have to do is set "flashOrNot" to 0 for no flashing, or 1 for flashing.

    Krush.

  • Thanks pal.

    How does the thing work though? Like, why are there two boxes, and how does the script create the skybox effect?

    If you've ever used a 3D application like 3D max or Maya, you'll probably know that a 3D model, even something as simple as a cube, can be textured one-sided or both sides.

    In 3D modelling, especially rendering a scene, it's simple to create a square room by either texturing both sides of the cube or by flipping the normals so that the textures show on the opposite side of the polygons, so that when the camera is inside the cube, you have your room.

    If you enlarge this, it can be used as a skybox that encapsulates your whole scene.

    The 3D box in Construct textures both sides of the polygons, so by expanding the size of the cube (the three "start of layout" commands) you push the faces so far out that you can never see them with the camera because they're actually far behind your camera view, and you're effectively always seeing the inside of the cube.

    Then you have the simple code that determines the cubes rotation dependant on the mouse.

    If you change the initial sizing code for the cube to:

    + System: Start of layout

    -> 3DBox: Set width to.Width * 10

    -> 3DBox: Set height to.height * 10

    -> 3DBox: Set depth to.depth * 10

    ...you'll see the effect clearly, and it will be obvious that you're looking at the inside of the cube.

    I think David just put the other box in there as a reference to the rotation of the outer box for those who wanted to know how it was moving.

    HTH,

    Krush.

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KrushBrother

Member since 24 Sep, 2009

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