lucid's Forum Posts

  • same here

  • I thought davo already released this plugin, just with no instructions? if not to everyone, at least to some people in chat.

    As I recall it worked pretty well, though I think he didn't consider it finished for some reason

  • separating resources allows for easy downloadable content, such as levels, and new characters, and yes, updates. The main thing I always wanted was some way to pack a bunch of sprites construct could use, so I could add levels, or characters, without having a directory full of stealable spoilers

  • you're going to have to do it manually I would assume

    so

    global('operator') equal to "+"

    ----set global('answer') to global('answer')+global('value')

    global('operator') equal to "-"

    ----set global('answer') to global('answer')-global('value')

    etc..

  • i haven't come across any 2d bone system nearly as quick or easy as anime studio, including flash

  • Anime Studio uses bone animation, where you can quickly create a skeleton, which controls your 2d drawing and bends it to move with the bones. You can also drag vector graphics points around to animate deforms.

    It a very different way of animating. I lends itself to certain styles, but you can animate things very quickly and easily.

    Pyteo's sonic's running was animated by dragging around the bones to different positions, after creating one main sonic, and putting a skeleton on it. There may have been some dragging around of points as well, so sonic doesn't look like a total paper cutout character.

    another example of anime studio animation is my contribution in this thread

    the head itself is rotated on the neckbone. And all the facial expressions, and hair morphing is morphtargets for the vector curve control points. The morphtargets are nameable, so for instance the mouth animation was just two vector drawings, the neutral mouth, and the half smile. I made a 'neutral' keyframe, and a 'halfsmile' keyframe a few seconds later, and it automatically animated the in-betweens.

    free trial:

    http://anime.smithmicro.com/d_trial_offer.html

    it used to be very annoying to use and glitchy, but smith micro eventually stepped up and updated the interface

  • Thanks for the post I'm glad you've seen your potential as a programmer - you've come up with some really impressive stuff in Construct. One of the goals of Construct is to teach logic and help interested people move on to coding, so I'm glad it's succeeding in that.

    Thank you. And yes, learning C++ is so much more fun and interesting to learn, when you can make something neat happen while you're learning. Making programs that keep a list of student names and grades from a fictional classroom, is something you'd typically be doing reading a textbook, and learning about arrays. Being able to move graphics around the screen, or implement a feature you're actually going to use is a much easier lesson to sit down to.

    We're designing C2 with an even more extensible architecture. The aim is to allow third party developers to write runtimes for new platforms. Perhaps that's something you'd be interested in?

    Once I'm knowledgeable enough on Android, that is definitely something I would be interested in, if no one beats me to it:)

    I didn't hold out much hope, but I searched for the Construct of Android development, and it doesn't exist yet. That would be a dream come true.

    Sensor.On touch,

    move sprite to Touch.x,Touch.y

    Sensor.On Change in Orientation;

    set sprite.angle to phone.y-axis

    oh my God...

    That would be great, having construct in other platforms. Just you can scratch iPhone of the list, thanks to the change of Section 3.3.1, not allowing anything without coding in Objective C, C or C++.

    I thought so originally, but I think it might not be as bad as it sounded, did you read Jobs' open letter released yesterday. It seems like alot of that has to do with Flash. I what t(he)y are trying to avoid is something that is created to be run on Flash or some other type of interpreting runtime. Personally, if I'm able to make an Android module for construct, it will probably be something that outputs java files in a project folder hierarchy that could be loaded by Eclipse, and compiled there after the android eclipse plugin generates it's own files. I think that making a program that outputs to objective C is fine. There is a program called Titanium that supposedly let's you write applications that can be exported to PC,Android, and iphone by from a single project you create as you would a webpage with html, CSS, and javascript, that can be exported to native code on all platforms. The say that there have already been apps approved under the new rules.

    But anyway for Android, why don't you try Flash? Oh wait, it's too expensive, starting with 700$ :O

    I don't think flash works on it yet, plus the java needed for android is pretty straightforward, I think it would have taken me longer to learn ActionScript

    lucid,

    You plug-in contributions were awesome. Can you leave the construct creators your code so they can be included as part of future releases? Especially your strangely named "s" plugin.

    That way you can be part of the force here forever.

    I used to think things should be made part of the official construct build, but I guess, it's no different than having a list where people can download them, they're no less integrated than the official plugins afterall. But if anyone does want the source code to any of them, PM me, though I warn you the SpriteFont code is one of the ugliest abominations ever spawned, and..kindof embarassing

    I'll also try to upload my last version of 's' in plugin form in the near future as well

  • Yeah I'm guessing the rewind in Braid was using splines with a reasonably high amount of samples (or points) to get near exact accuracy. Unless im greatly mistaken it really is the only way to do it.

    That's possible, too. But not exactly what I meant, if I'm understanding you correctly. If you mean, as you moved it recorded the positions of your character like this demo by toralord, but rather than every tick, it recorded very frequent control points. I meant, even the forward motion of time; the regular play, when jumping falling, or getting knocked back by enemies, rather than conventional equations for platform physics, that are pretty much disposable. I think maybe the fall and the jump is a calculated curve, so that whether moving forward or backward in time, it was just a matter of plugging in the time value on the curves to get the corresponding positions. Each time the jump button was pressed, or the character landed, or began falling, an endpoint would be saved. Collisions might have to be done in a special way I haven't thought about though, if that's really how it's done, because I wouldn't expect conventional collision detection methods to detect the same way at different speeds moving in different directions in time.(and colliding from the opposite side)

  • good work!

    I've been waiting for the name of the script editor to run a better match

  • sprite indexing?

  • hi yall.

    First off. For those not in chat that day. I'm not really Constructing anymore. I've abandoned my uberproject I was working on, although it was coming along nicely, because I realized that my fulltime job ***** all my time and soul away, and it'll take at least another year to finish it the way I'd want to, and I'd hoped to release something sooner than that. I still check the boards from time to time, and I plan to watch and participate in C2 as it develops.

    I've been learning how to program Android Apps for phones like the Nexus One and the Motorola Droid, which required learning Java. If not for Construct making the rewards for learning to code so immediate and..er...rewarding, I wouldn't have realized my potential as a coder as quickly, or had the confidence to just dive into a new language so unflinchingly. For anyone considering learning to develop for android, btw it's a very well designed API, with beautifully thorough integration with an IDE called Eclipse. And though it involves straight coding, and not a lovely interface like construct, it's also pretty easy to make cool stuff happen, so you have graphics reacting to touch on a screen after a day or so of reading up on Android (assuming you've already learned Java).

    I have a little bit of practice left, so I can learn to get information from the sensors and accelerometer, and just practice in general, so I'm not switching back and forth to tutorials, websites, and books as frequently, and then I plan to develop apps at a nonstop stupefying pace...

    Main reason for this thread though is, I wanted to share with my Construct buddies: All roads lead back to Construct. after I've got all the basics down, I'm going to be using construct to write a visual level editor that'll output to Java code, to speed up my future android game devving process. And since I'm also learning how to use Box2D in Android, I may attempt to integrate a physics editor/testbed. In short, Construct is badass, and it's usefulness is farreaching.

  • OH!!!!

    I think it's a translation of the original post by Ashley

    that's why it has the random (rojohound)'s intertwined

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  • that's really well done Toralord, and glad to see people using S

    The spline functions on S, I'm not sure if they're released on the public version, but I'll probably release the latest, pretty much complete S version sometime. But yeah, those were catmull rom splines, which are cool, because the curve passes through all points, instead of having control points, but there's no reason it should suit this any better than a cubic or quadratic curve.

    When I was playing Braid, as a programmer, I tried to imagine how it was done. I guessed in order to be able to store all the locations of everything at every moment and be able to rewind with complete accuracy that everything was controlled with splines and math functions, with endpoints on collisions and such. Jumping and gravity would also be controlled by curves. Pretty neat stuff.

    Either way though. That's damn Braidlike toralord

    good job

  • Still, if you have some money to forkout (I think its between $75 to $100) I reccommend FL Studio. Simply the best (in my opinion) DAW around.

    yeah, even despite it's great reputation, I still think FL Studio is one of the most underrated and underestimated DAWs around

    it can do ANYTHING you'd want sonically. And everything is so intuitive with FL Studio once you learn it. The way you add effects, route tracks, arrange or record midi notes and controls, create beats, split audio, make loops, arrange songs. Everything is perfect. People put it into this loop creation category along with ACID. It's much more than that, although I haven't used anything that can hold a candle to FL Studio's loop creation interface.

    but being loops to music creation and recording:

    I've used everything from Cakewalk Sonar to Protools. FL Studio is what I use for everything, from Drum N Bass, to recording actual Rock Bands, to remixing songs, to straight Classical Music.

    The plugin architecture is beautiful, and it's insanely fast.

    I can have a track with hundreds of samples triggering together, along with DirectX instruments, EastWest simulated orchestral sounds streaming off the hard drive, all with their own individual dx effects on them, with nary a stutter in performance. The experience is exquisite. It's like pure music creation with no interference from the interface.

    I thought it was perfect back in version 3, it's on 10 now, and it's been improved vastly with each new version.

    as an added bonus. When you buy it you automatically get all future versions for free.

    It's a beautiful thing.

  • http://dl.dropbox.com/u/1013446/faceadjustments4.avi

    quick little animation of my avatar