lucid's Forum Posts

  • I can definitely appreciate davio's point of view, and alot of the retro games people make, in construct and elsewhere, look awesome, and some even sell next to the big boys(http://store.steampowered.com/app/70300/?snr=1_4_4__13). But I want to present the opposing view. I love HD visuals. It's why alot of people buy good graphics cards. If you have a million years to work on your game, ideally, you would have it be able to switch resolutions, with up to that 1980x1080 most common resolution from the Steam hardware survey. I'd say 1024x768 is a reasonable minimum, if you're wanting almost anyone to be able to play your game, but if you have the time, and the art ability, there's a major shortage of games that take advantage of high resolutions. Just be careful with the VRAM, without bones or some other clever distortion, it's difficult to maintain that size, and have decent animation at the same time, not just with construct, but any 2d engine

    if you're going to create hd sized textures though. I think anyone with a pc that had to run at 800x600 or 1024x768 wouldn't be able to run it, unless you had lower res versions of the textures as well

  • ...

    You can create this effect with Poser 7. One of the render settings lets you save the animations as black on white silhouettes.

    ...

    Iv'e got the programs on one of my old hard drives i think. Poser6 or7 would be the best option out of the 3.

    I could be wrong, but I think he's more interested in a taking any still image, and converting it to animate-able puppet, not necessarily creating a silhouetted image

  • hmm....

    so the ui needs to zoom out as well then...

    I think the only solution with the current implementation of zooming in construct is to experiment with different numbers, like

    640*(zoomx*something)

    where something will probably be a formula more likely than a variable

    it'd probably be easier to keep it on a layer with a zoom rate of 0

    and then scale the object's actual height and width to simulate it being part of the zoom

  • Had an idea the other day for a 'polygon' object - although maybe its already in Construct 1 and I never figured out how to use it? But yeah. A texture stretched between 4 given coordinates.

    on c1, make a sprite,

    on start of layout Set DistortMap Size to 1,1

    then in any event to reshape it, do either set absolute or set relative distortion at

    0,0

    1,0

    0,1

    or 1,1

    for topleft, topright, bottomleft, or bottomright, respectively

  • I realize I'm getting a little ahead here, but basically, I'm curious, I know you've already given loose time estimates on when it might be finished, and the warning they are loose estimates. Lets assume it takes one year to finish the first full version, for simplicities sake with this question. How long would you suppose the next runtime would take to release? Since the initial creation would involve creating the edittime as well, I guess I'm curious what percentage do you estimate of this first version's development time will be just for the runtime itself?

  • thanks, btw, stumbled upon that last program by accident....

    it was called crazytalk

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  • put it on the feature tracker, I or one of the other guys'll have a look at it at some point.

    it's one of those features that might not make sense to anyone but the requester. Maybe a more generalized form would be useful, like an option to change the scaling factor. I've wanted to mess around with scaling factor before for other purposes. its not called scaling factor... I would have to look up the name for it, focal length, field of view...something...point is decrease the scaling of distance objects. if it were adjustable you could decrease it to 0 to get your desired effect, but it would be more generally useful. I think it's also related, to zoom. As of now, I think 3d camera zoom is the equivalent of 3d camera trucking, which it shouldn't be, technically. Zoom should just increase the size of the image, and decrease the field of view, whereas actual movement in the z of a camera should do what it does now when you zoom, which changes the perspective relation of objects in your field of view. I haven't tested it in a while though. I could be wrong about the way construct zooms, and possibly the terminology as well

  • why not just use zorder though? just for simplicities sake?

  • .uid

    unique id in the expression list

    is a unique number for each instance of anything on the layout

  • Flashback and Out of this World

    thats what I was going to say.

  • dravenx can never resist the urge to troll. Steam is the best game service period. Kills xboxlive,psn,and wiimarket, and definitely beats buying at the store. Cloud saves, perfect chat ability, awesome discounts, instant updates, fun achievements, singlehandedly turned mac into a viable game platform, cross platform play, buy the game once, own on every platform, let's you download games forever even on multiple machines, even if you originally bought it at store, ultimate hope for indie developers.

  • a little vague on the details, but if I'm understanding you

    it should work like this

    Mouse/Keyboard - On Left Click

    -----Mouse/Keyboard - Shift Key is Down

    ---------------System Create Object "wooden crate" at mousex,mousey

    -----System - Else

    ---------------System Create Object "steel crate" at mousex,mousey

  • so you're using physics then?

    I haven't played the zelda game in question, so do you want them slowly drawn towards you as you hold? if so, what happens when they're right next to you? do they stay stuck there? These are questions I ask for the sake of this question, but also things that construct won't know until you tell it.

    But for starters:

    ----------------------------------------

    MouseKeyboard - Left Mouse Button is Down (Not on left mouse click)

    -----Continue to draw the enemy in some way depending on what you need* //assuming the enemy is always hovering in front of you in the direction you're facing: MouseKeyboard - On Left Mouse button released -----Set Force toward Position (hero.x,hero.y) Force: 0 - lerp(minimumforce,maximumforce, clamp(1-(distance(hero.x,hero.y,enemy.x,enemy.y)/maxdistance),0,1))

    -----------------------------------

    if you don't know what lerp does, try this tutorial:

    clamp keeps values within a certain range like clamp(x,min,max) will just give you x right back to you, unless it's lower than min, or higher than max, then it'll just give you min or max.

    so clamp(5,0,100) = 5

    clamp(-5,0,100) = 0

    clamp(999,0,100) = 100

    depending on whether you love math, and whether you understand lerp and clamp, that last part

    [quote:eoriejul] clamp(1-(distance(hero.x,hero.y,enemy.x,enemy.y)/maxdistance),0,1)

    will or won't make sense to you, feel free to ask if it doesn't make sense

  • hey, krush

    this is correct. The object arrays only have pointers to the objects, it doesn't save an actual object. If you were to take a text object and rename it "Sprite", and a "Sprite" was in an array you loaded, it would load that. So, although there are some handy tricks like the Spacial Info Array actions to put all your objects exactly as you left them. Object specific things can't be saved. As far as an update that can change this. I'm not sure it's even possible, but definitely outside the scope of my programming ability. The only thing I can foresee adding to the save ability is private variables, but I don't plan on working in depth on 's' to add new features until after I'm done with my current long term project. Though I will fix bugs.

    That being said, what you're trying to do is actually very simple to pull off. In this example it'll be like you renamed your regular Construct array to ArrayObject, to avoid confusion as you read this

    When you go to save: Say you press F1 to save:

    [quote:15wihy99]

    Mouse Keyboard : On key F1 pressed

    ----S: Create Number Array (or string array if necessary) "MyArraySave"

    ----ArrayObject : For Each Element:

    ----------S.Insert Number : ArrayObject.CurrentValue at "end" of "MyArraySave"

    ----Always:

    ----------S.Save Super {""} : Encrypted

    ----------S.Delete Array "MyArraySave"

    And just do the reverse to load it. Load the s super

    for each number in "MyArraySave", add that data to the standard construct array

    and then delete the s array