lucid's Forum Posts

  • quazi reminds me of Bean a little bit

    > "ender's game"?

    >

    One of the greatest books I've ever read!

    hell yeah

    > have you ever read "ender's game"?

    >

    Ender's Game is the only book I ever read completely.

    But I have not been able to get in

    to the next book Speaker for the the Dead.

    Speaker for the Dead is alot more philosophical, I still liked it, not as much as Ender's Game, but it was worth reading to get to the next book, in my opinion

    I'm on the 6th book now, Shadow of the Hegemon

    on book 5 it resets and tells the story from Bean's perspective, really really good stuff.

    anyway, sorry to derail the thread quazi...

    Thumb War, WOOOOOO!!!!

  • trying to make sprite go to 'goalx' and accelerate within the limits of normal platform movement

    can anybody see why this doesn't work (it's all one line, but it's line broken for readability):

    Set Sprite Platform X Component of Motion

    clamp(sprite('goalx')-sprite.x,
    
    max((sprite[Platform].VectorX-(1000*timedelta*sprite[Platform].FloorAccRate)),0-sprite[Platform].MaxFloorSpeed),
    
    min((sprite[Platform].VectorX+(1000*timedelta*sprite[Platform].FloorAccRate)),sprite[Platform].MaxFloorSpeed))[/code:lgay6mab]
    
    here's an example cap of it not working
    hover the mouse over the blue box to use regular platform controls with the arrow keys
    or click somewhere to watch the sprite move with the algorithm above to where you clicked
    [url]http://dl.dropbox.com/u/1013446/notwork.cap[/url]
  • lucid the slowdown is due to a fix I submitted (SVN revision 153) for a bug where the collision mask did not change when the frame changed with animated sprites. The fix was first in construct 0.99.85.

    Here's the tracker:http://sourceforge.net/tracker/?func=detail&aid=2974232&group_id=207820&atid=1003219

    My fix was to recalculate the collision mask every time the frame changed. Before, the collision mask would only be recalculated when a sprite's size or rotation changed.

    If you uncheck "loop" or set "animation speed" to zero for the animations that are only one frame your fps should go back close to what it was.

    tried it

    did both actually to all sprites, as none of them are animated, and it helped, but still didn't solve the problem

  • if I have four copies of the same sprite, I can't assign them each a separate player? (for control purposes)

    am I right on that?

  • awesome as usual quazi

    totally off-topic, but, have you ever read "ender's game"?

  • this has probably been noted elsewhere, but my current cap has a ludicrous amount of enormous canvases, and it doesn't seem to affect anything, even when I move them around

    however, when I rotate them, it slows things down severely.

    just curious I suppose if this is a known issue, and if it's just because of the way canvases are implemented of if it's a bug

  • aahh, thank you rojo

    that was keeping me from upgrading

    now I see I can though.thx

  • lucid, is that fps slowdown only in this version? What version of construct were/are you using for the better fps?

    994 I believe, and I haven't tested other versions yet. I'm not at my pc now to check, but it definitely wasn't the previous latest version

  • yeah, cap too complex to figure out where just yet

    but I have a cap that runs much slower when I run it with this new version,

    dropping from 60fps to about 20fps

    in case it helps someone else find something

    it uses platform behavior, physics, and canvases

  • s's ik solver and linkmans is much simpler

    just choose two sprites and tell them where to solve to

  • are you using "s"'s ik solver or linkman's standalone ik solver?

    either way, when facing to the left you'd have to change the direction of the bend

    in 's' that would be change it from solving left to solving right

    don't remember how it's done in linkman's

  • Shadow caster behavior seems to be broken, if i add it to any object, it will crash. Otherwise, great update!

    yup

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • davo says it does not and will not work

    because changing attributes can crash the runtime

  • chatting in chat with some contructors, and it's universally agreed that stairs are kinda hard to make in construct

    three requirements:

    1)stairs that you can either walk by, or walk up or down if you choose.

    2)and stairs that can be walked up by one platformer, while walked through by another platformer

    3)it's best if the solution doesn't require overriding the default platform behavior temporarily.

    admittedly, I'd like a simple solution for my current project, but also, this could help anyone else who's gone through the various steps to try and implement stairs. (get it? steps?)

    anyway, this is the simplest solution I could come up with without overriding default platform behavior. and it's not as simple as I'd like. I feel there's probably a simpler way.

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

  • I tried searching, but I'm getting irrelevant results, and the bug tracker got 0 results for "attribute"

    does the add/remove attribute action in system function at all?

    if so, why doesn't this work:

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