lucid's Forum Posts

  • the only way would be to

    write those event as python scripts

  • dont use bone movement, just use physics, and connect the bones to eachother using physics hinges. also, put all the bone sprites in a family, and for each one disable physics collisions with that family

  • indeed it does sound awesome.

    are the additions and changes clear enough

    that id be able to update future versions of the physics plugin with your code if the devs decide not to include this?

  • to use python with picking:

    http://www.scirra.com/forum/viewtopic.php?f=2&t=5305&p=42100#p42100

    it doesn't take much effort to learn python, either, especially if you know c++, or one of the major nonscripting languages.

    A few days ago I only knew enough python to be able to test the pyfix plugin., now I'm using almost exclusively python triggered by conditions, and I've grown completely comfortable with python. almost anything you need to know is thoroughly explained by the first google search result on it.

    being able to write real functions, to consolidate complicated series of actions, or create expressions, which can then be used in other expressions, enables you to exponentially increase complexity and readability.

    Also, being able to simply copy and paste my code to new caps in invaluable.

    for the more advanced users, especially, python is definitely worth learning

    combined with 's', I was able to rewrite by keyframe based editor I had originally been developing a plugin specifically for. I've gotten further along in less time. And this new version is much more robust and powerful. It's like the speed of event based creation, with the power of c++ plugin development

  • i posted it to the tracker already

    and informed david in chat

    I posted it here just so other people could say stuff like

    "it works fine for me"

    or "it's not just On Startup" it's also...etc. etc..etc..

  • it starts to get messy really quick with python scripts and actions mixed on the same event

    it would be helpful to have the little plus sign to collapse/expand individual scripts

  • So lucid, that pm you just sent me... does that mean you do or you don't want me to repost it here in the thread? I am confuse.

    sorry

    no, you don't need to repost it, there were some older pms with broken links

    [quote:3jue7pu5]

    > i have an annoying small amount of free time ... I need to make tutorials again for it ... remove some half-implemented features, or complete their implementation ... very idiosyncratic, and confusing ... written when I was just beginning to really understand c++, so the code is a mess ... issues will change ... please help me fix it, and bring it into the 1.0. ... thanks everyone for ... reporting those bugs ...I think there's only one or two bugs before it's fully stable

    >

    And we have a synopsis of the Construct project.

    Holy lol

    and yes

    lol

  • Cool. So basically instead of splitting an image by a grid (eg. 32x32 pixels) it splits the image by 'gaps'. So when you write 'ABCDEF' etc... each letter has a gap between it and so it crops and makes an image out of it? Would it be useful if I added that functionality into the import image dialog. A 'split by gap' button?

    that would be cool

    especially if you could specify the background color

    cuz most of the sprite font sheets you find out there are split up by a color, like pink, or black, while a few of them are split by 0 alpha

    also if the regular split by grid (eg. 32x32 pixels) function was visual

    so you could dial up the numbers and see a visual grid of how they were being split

    and increase and decrease the grid size until it lined up

    as of now

    you have to keep reimporting the sprites over and over if you're not sure what the grid size is

    also, if you could make the "split by gaps" handle xy stuff like this:

    <img src="http://www.algonet.se/~guld1/fonts/269.gif">

    you would be radical

  • actually arima

    I didn't catch what you had said about the cropping shortcut

    so that pretty much covers what we need

    does it do fonts on a grid with x and y or just in a line?

  • you can't have an object with destroy on startup in the same cap as python or it will crash

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

    uncheck Destroy on Startup, and it won't crash

  • I think there's alot of issues with WM_KEYUP that gets affected by alot of other things

    but look at MouseKeyboard on key released:

      214 long ExtObject::cKeyReleased(LPVAL params)
      215 {
      216 	int key = params[0].GetInt();
      217 
      218 	bool& first = keyReleaseFirst[keyTable[key].vk];
      219 	bool ret = MakeConditionTrigger(pRuntime, !KeyIsDown(keyTable[key].vk)) && !first;
      220 	first = false;
      221 	return ret;
      222 }[/code:a6fhixbn]
    
    it believe they bypassed WM_KEYUP, and are using a variable to keep track of whether this is the first time the specific key was not down
    
    which is how I did it for custom controls as well (since I basically copy/pasted from this  )
  • k, I figure it can't, but just to be sure

    I see regular conditions can be used as boolean expressions

    but I don't see how triggered conditions can work, can they?

  • hmm...but python is mainly there to use the other stuff that the normal construct stuff makes tedious or messy, so it'd be like a super messy, tedious mess of tedium. plus python is a full scripting language, so I'd imagine it'd be hundreds of possible commands and expressions.

    anywho

    for those who are wondering, I figured out the answer

    yes you can use construct conditions in python as boolean expressions

    for instance:

    if MouseKeyboard.MouseButtonDown(0):
    	Sprite.Angle+=1;[/code:1gaz489e]
    
    will increment the sprite angle while the mouse button is down, 
    but I can't figure out how to make this work or if it works with triggered conditions
    I think not, just based on what I know about the SDK
    but who knows really.
  • that's cool

    I think I'll be using this in my game if it's dynamic and all that

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  • I guess a new generation wouldn't mind

    but since I grew up on 24

    I really hate the look of 60 fps video

    it looks unprofessional, like it's not a real movie

    wonderful for games

    but in movies, I like the 24 fps movie "look"

    when I was helping a friend with his indie film

    I slowed the footage from it's original 60 fps down to 24

    it looks like a soap opera instead of a movie otherwise

    shifting to 60 fps might make sense anyway, since 24 is probably based on old camera tech, and now it's just a legacy thing everyone's accustomed to, but I really don't see the correlation with 3d, to be honest. it's not like most theatres have LCD shutter glasses, or anything

    there's no flicker. it's just like a normal movie, but 3d