lucid's Forum Posts

  • it doesn't like them overlapping because it's supposed to be simulating an approximation of real world physics, where things aren't supposed to overlap

    you can use the 'disable collisions with object' action on each one as it's spawned to prevent this though

  • > there's no plugin, but you can do it with a formula:

    > clamp(((floor(lerp(('maxnumber')-('minnumber'),0,distance(radiussprite.x,radiussprite.y,othersprite.x,othersprite.y)/(radiussprite.width/2))/('numberofcircles'))+1)*('numberofcircles'))+('minnumber'),('minnumber'),('maxnumber'))

    >

    > here's an example cap:

    > http://dl.dropbox.com/u/1013446/bulls.cap

    >

    > if you can't load it, get the latest version of construct here:

    > http://www.scirra.com/forum/viewtopic.php?f=2&t=7119&start=0

    >

    Thanks for the example, lucid. But there was one problem: The minnumber was set to 10, meaning if you were outside of the radius, the variables would still go down by 10. Setting it back to 0 fixes the problem.

    (My main intention for this was to make a explosion splash damage thing. Thanks BTW. )

    yeah, I thought minnumber was supposed to be the very min number even for outside. at the last minute I thought you many have meant min within the circle, but I figured you'd just change it like you did if that was the case

  • > Nice work! A side note - this did quite annoyingly hijack my mouse. I reccomend you stick an escape function in there.

    >

    My bad. You can quit however with Alt-F4 (What I've been using)

    the new rawmousemovement plugin makes it so you don't need to center the mouse to keep track of movement:

  • there's no plugin, but you can do it with a formula:

    clamp(((floor(lerp(('maxnumber')-('minnumber'),0,distance(radiussprite.x,radiussprite.y,othersprite.x,othersprite.y)/(radiussprite.width/2))/('numberofcircles'))+1)*('numberofcircles'))+('minnumber'),('minnumber'),('maxnumber'))

    here's an example cap:

    http://dl.dropbox.com/u/1013446/bulls.cap

    if you can't load it, get the latest version of construct here:

    http://www.scirra.com/forum/viewtopic.php?f=2&t=7119&start=0

  • wait wait, this phyxes the physics thing is getting way out of hand

    it was meant to be a little, hey sol, wanna try this out kinda deal

    if half of scirra uses an altered physics, and the other half doesn't, it's going to be a disaster of epic proportions

    seriously.look it's already messing stuff up

    on another note

    neat balloon quazi

  • requires behavior mouse?

  • well, they're just as directly in construct as any other plugin

    if you mean for this plugin to directly control behaviors with no extra events

    I didn't add that feature because I'm waiting to see what davo does to fix the control system before I do that

  • I think that only updates to the latest "stable" version

    the very latest version is always stickied at the top here:

  • I think that only updates to the latest "stable" version

    the very latest version is always stickied at the top here:

  • bump for devs

  • thanks rojo

    oh yeah, and you too ash and dav

    j/k

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  • Not the same as construct but in case it works for you:

  • new plugin to use directinput mouse movement detection to save yourself the trouble:

    http://www.scirra.com/forum/viewtopic.php?f=2&t=7111

  • this is a plugin for detecting mouse movement, (not just changes in screen coordinates) through directinput

    download

    two expressions: x and y

    the amount of pixels the mouse was moved in x and y respectively

    this detects actual mouse movement, as opposed to actual screen coordinates, this means you don't need to hijack mouse control from the user, if you move the mouse to the edge of the screen it still detects mouse movement

    also there is one action to make the cursor invisible

    this is different than the regular make invisible that comes in mouse keyboard

    this will make the cursor invisible even if it leaves the window in windowed mode

    don't worry though, if the user alt tabs, or otherwise changes focus, the mou

    se cursor will return

    but it doesn't let the user accidentally lose focus by clicking outside the window

    also, I think this plugin will be useful for having in game cursor speed control, because it uses the raw mouse data, which I believe is taken before it's processed by user set windows pointer speed settings(though I haven't tested this yet)

  • It's possible to support many runtimes. I'm not sure what you mean by "transferring behaviors universally to new runtimes". Traditionally porting the runtime to a new platform involves writing a new runtime, a new plugin architecture, and a whole set of plugins which are functionally equivalent to another platform - all in all, a lot of work. I don't anticipate that we will have the resources or volunteer interest to complete more than two platforms in the forseeable future. Long term, this may change though, and by designing in a flexible architecture that anticipates multiple platforms, this can be made much easier when the time does (eventually) come.

    I see. I thought part of the extensibility would be one more layer of abstraction, so all behaviors at least would work with at most a recompile on anything that supports c++

    So the plugin source for a c2 plugin might say something like:

    setobjectXY(objectname,50,100)

    And the definition for setobjectXY wouldn't actually move the object, it would serve as an interface that would merely pass on the information to the appropriate runtime implementation of setobjectxy

    Runtimes would be required to have a certain set of object position,dimension,orientation,destruction,and creation callback functions that would do the actual movement, and the same behaviors could be used for all runtimes

    Is something like this possible, I know at least dx,mac,linux,android,and xbox can use compiled c++