StAtrill's Recent Forum Activity

  • You, sir, may have just made the most useful third party plugin I have seen yet. Construct should distribute with this.

    D/ling now, will give feedback.

    My two sense on the raw data: try to make this plugin nothing more than an interface to the Wiimote. if the Wiimote returns rough data, then pass back unadultered rough data. Let it be a limitation of the Wiimote, not an issue with your plugin. And if you must provide some method to smooth it, also provide some way to turn it off

    EDIT: My vote is for one object that manages all plugins, then I can dynamically modify things to multiple controllers more fluently. Also, you could do things like reassign controller numbers in-game.

  • No, in Click development suites, there is an in-editor menu option that will take all the events that pertain to one object and switch it with another.

    So, given objects A, B, and C, if there is events that involve objects A and B, and object B is replaced by C, then all those events we had earlier now involve objects A and C. (I think thats what hes talking about)

    This could be a useful feature.

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  • I 2nd this request.

    I personally wouldnt particles to become *too complex*, I just wish more parameters supported negative numbers. For instance, you cant create a particle with a negative speed. While im sure this normally would not be necessary (if they all spawned at the same point it would appear exactly as it would as with positive speed, just transformed 180 degrees), if you spawn your particles at random spots then you would end up with an 'implosion' effect of sorts. But, particles cant have negative speeds, so you would need to simulate this kind of effect yourself.

    And if this functionality were added, then maybe a negative fade out time could become a fade in time?

  • Why would hard coded FSMs even be necessary when there is an unlimited number of vars available to you to use to track states?

    And as an idea for those who cannot adapt the idea of an FSM to work in construct as is, you can always place all the different states in groups and activate/deactivate as necessary according to the number stored in a var.

    Why overcomplicate the simple? Streamlined happens to be a formula that works. I would hate for Contruct to turn into bloatware because of pointless requests like this...

    /my two cents

  • My SF account is the same as this one (statrill) and i am logged into it.

    Id definitely like to at least jumpstart a few articles, and flesh out a few of the others if I can.

  • When I load the .cap it gives me an error ('Blur Motion.fx is missing') and I made sure I have your contrast plus plugin. Is Blur Motion a separate plugin that I need to find?

    (On a side note, you misspelled 'contrast' in your plugin, you put 'constrast'. Not like its a big deal or anything, just kinda unprofessional.)

  • I'd suggest reading the wiki article on Containers.

    To give a basic idea on what containers do, if you put the light in a container with the bullet, every bullet will have a light object paired with it. I'd explain more, but the wiki article will be able to be a better job of it.

    Good luck.

    Yes! That is exactly what I am trying to do! I dont think it could get any simpler, you rule sir.

    You, and this program! Containers are one of those awesome ideas that makes you wonder why every program doesn't have them (I am coming from a TGF 2/Game Maker background). This just cut my code by ~65%.

    I am completely ecstatic, even though I still think that lights should be able to have values set to them (I mean, the functions are already there, its kinda misleading).

    Thanks again sir.

    -Cameron

  • Hey, i'm something of a new user and was putting Construct through its paces when I figured out that there is no way to identify a particular instance of a light.

    What I am trying to do: I am making something of an artillery tech demo and am trying to assign a light to each shell.

    The issue: There is no way I can tie a light to a shell - While you can edit and name private vars for a light, you cannot set, add, or subtract from them unless you use the debugger, and they seem to have no Unique ID (A call thats supposed to return this always returns 0).

    Is this simply missing or what? I cant seem to find any workarounds either as it seems that there is nothing unique or identifying presented to me in the event editor.

    -Cameron Mercer

    (PS: First post!)

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StAtrill

Member since 16 Nov, 2009

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