lucid's Forum Posts

  • you could also put all your messages in a hashtable, and name them message0, message1, message2, message3, for example, and then when you go to retrieve your message for the key, put in:

    "message"&random(3)

  • so...I heard a rumor in the chatz about 99.4 maybe this weekend?

  • hey link

    as a fellow plugin dev, when I get a chance to test it forreal I will, and give feedback

    but a tip I've noticed to get people to try your stuff, is to post an exe sample as well

    that way the lazier folks (myself included were it not for said plugin devness) can try it out before they install a new plugin they may not be interested in

    I know it only takes a few seconds to install a plugin, but it's just human nature.

    this sounds awesome btw, can't wait to try it when I have some more time

  • my favorite tracker is demonoid

    and revolutiontt

    but seriously, your weird cap was a unique situation, it has nothing to do with whether the tracker can help get construct improved

    besides, a link to dropbox would have worked just as well

  • Question: how fast is lerp compared to custom expressions?

    Say lerp(x1,x2,0.5) compared to (x1+x2)/2

    the standard equation for linear interpolation I'm assuming they are using would be

    P0+(t*(P1-P0))

    or in this example

    x1+(0.5*(x2-x1))

    I would say the speed difference, if any, would be negligible since consumer grade cpu speeds now days are measured in billions of floating operations per second. it's worth the time you would save, using such a logical and easy to understand expression, and it makes it that much easier when you're ready to graduate to qerp, and cubic

  • i gotta tell you aeal, you have great taste in filenames

  • I see it, too, when I do it that way

  • you have to make events to add a line and an object each time you need it done

    there's no reason this shouldn't work with multiple objects

    use the object pairer or groups to keep each line and sprite aligned with eachother

  • use the stick method first pioneered by lucid in a thread about a 2d katamari damacy clone

    in the following cap you can see it in action, it's not nearly as confusing as it sounds or looks

    you don't need as many events as I have there, so try to figure out what they're each doing

    I only put so many so you can see that it works in all situations

    drag and drop the green or blue boxes

    and hold the right mouse button to stop the green one from rotating, and rotate the blue one

    in your actual cap, you'll obviously make the line sprite invisible

    http://files.getdropbox.com/u/1013446/anglethingy.cap

    (saved in 99.3)

    you make a sprite of horizontal line with the hotspot at the very left, and an imagepoint at the very right

    then when it's time to stick an object B to object A

    you set the line position to Object A position

    set line width to distance(objecta.x,objecta.y,objectb.x,objectb.y)

    and set angle of the line sprite to angle(objecta.x,objecta.y,objectb.x,objectb.y)

    and set a private variable ORIGLINEANG to linesprite.angle-objecta.angle

    and set a private variable ORIGANGB to objectb.angle

    then you 'Always' set line sprite position to object a position, and 'always' set object b position to line position at imagepoint 1

    always set line angle to objecta.angle+ORIGLINEANG

    and 'always' set angle of objectb to objecta.angle+ORIGANGB

  • thanks rich, and everyone else for the positive feedback. another version will be coming soon with the promised additions.

    this will probably be within a week or two after 99.4, along with an update to custom keys to make it work with david's 360 contoller plugin.

    i will also do my best to get started on the documentation for this, as there are alot of ace stuffs to get through.

    still trying to get my own project off of the ground, so probably around the same time there'll be a demo of that as well...an ugly alpha demo, but it'll give an idea of what the engine will be able to do.

    thanks again everyone for the testing and suggesting

    most of whats been suggested is going to be there by the next version, so get anymore suggestions in if you think of em

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • lol

    oh thanks ashley

    that makes sense.

    KPoint it is!

    EDIT: and yes, that fixed the problem

  • I'm doing some simple modifications to the sprite object to use in an editor I'm making for personal use.

    just going to add a variable or two, and some CallFunctions

    if I build without touching it

    it's fine

    I go into main, and add one thing after downloading and successfully building off of the cvs

    I add:

    int point;[/code:1wfrmqpu]
    to ExtObject
    
    and then I get crazy amounts of undeclared identifier errors when I build again
    
    if I delete that line 
    everything compiles fine
    why is it doing that?
    [code:1wfrmqpu]
    Drawing.cpp
    .\Drawing.cpp(38) : error C2064: term does not evaluate to a function taking 2 arguments
    .\Drawing.cpp(108) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
    .\Drawing.cpp(108) : error C2146: syntax error : missing ';' before identifier 'hotspot'
    .\Drawing.cpp(108) : error C3861: 'hotspot': identifier not found
    .\Drawing.cpp(114) : error C2065: 'hotspot' : undeclared identifier
    .\Drawing.cpp(116) : error C2065: 'hotspot' : undeclared identifier
    .\Drawing.cpp(116) : error C2228: left of '.rotate_to_quad' must have class/struct/union
    .\Drawing.cpp(116) : error C2065: 'hotspot' : undeclared identifier
    .\Drawing.cpp(118) : error C2065: 'hotspot' : undeclared identifier
    .\Drawing.cpp(142) : error C2146: syntax error : missing ';' before identifier 'tex_scale'
    .\Drawing.cpp(142) : error C3861: 'tex_scale': identifier not found
    .\Drawing.cpp(143) : error C2146: syntax error : missing ';' before identifier 'object_scale_factor'
    .\Drawing.cpp(143) : error C3861: 'object_scale_factor': identifier not found
    .\Drawing.cpp(145) : error C2065: 'object_scale_factor' : undeclared identifier
    .\Drawing.cpp(145) : error C2228: left of '.x' must have class/struct/union
            type is ''unknown-type''
    .\Drawing.cpp(145) : error C2065: 'object_scale_factor' : undeclared identifier
    .\Drawing.cpp(145) : error C2228: left of '.y' must have class/struct/union
            type is ''unknown-type''
    .\Drawing.cpp(152) : error C2146: syntax error : missing ';' before identifier 'current_ratio'
    .\Drawing.cpp(152) : error C3861: 'current_ratio': identifier not found
    .\Drawing.cpp(153) : error C2146: syntax error : missing ';' before identifier 'p'
    .\Drawing.cpp(153) : error C2065: 'current_ratio' : undeclared identifier
    .\Drawing.cpp(153) : error C3861: 'p': identifier not found
    .\Drawing.cpp(154) : error C2065: 'p' : undeclared identifier
    .\Drawing.cpp(154) : error C2064: term does not evaluate to a function taking 2 arguments
    .\Drawing.cpp(154) : error C2065: 'object_scale_factor' : undeclared identifier
    .\Drawing.cpp(157) : error C2065: 'p' : undeclared identifier
    .\Drawing.cpp(157) : error C2228: left of '.rotate' must have class/struct/union
            type is ''unknown-type''
    .\Drawing.cpp(159) : error C2065: 'p' : undeclared identifier
    .\Drawing.cpp(159) : error C2228: left of '.x' must have class/struct/union
            type is ''unknown-type''
    .\Drawing.cpp(159) : error C2065: 'p' : undeclared identifier
    .\Drawing.cpp(159) : error C2228: left of '.y' must have class/struct/union
            type is ''unknown-type''
    .\Drawing.cpp(161) : error C2146: syntax error : missing ';' before identifier 'uv_offset'
    .\Drawing.cpp(161) : error C3861: 'uv_offset': identifier not found
    .\Drawing.cpp(162) : error C2146: syntax error : missing ';' before identifier 'uv'
    .\Drawing.cpp(162) : error C2065: 'current_ratio' : undeclared identifier
    .\Drawing.cpp(162) : error C2065: 'uv_offset' : undeclared identifier
    .\Drawing.cpp(162) : error C3861: 'uv': identifier not found
    .\Drawing.cpp(164) : error C2065: 'uv' : undeclared identifier
    .\Drawing.cpp(164) : error C2065: 'tex_scale' : undeclared identifier[/code:1wfrmqpu]
  • <img src="http://files.getdropbox.com/u/1013446/countobjects.PNG">

  • <img src="http://files.getdropbox.com/u/1013446/looping.PNG">

  • for clarification:

    good: notice how it connects the events

    <img src="http://files.getdropbox.com/u/1013446/goodelse.PNG">

    good for subevents, too

    <img src="http://files.getdropbox.com/u/1013446/goodsubelse.PNG">

    this is what I meant you can't do

    <img src="http://files.getdropbox.com/u/1013446/badelse.PNG">

    or this

    <img src="http://files.getdropbox.com/u/1013446/orelse.PNG">