lucid's Recent Forum Activity

  • I suppose if the editor is better than mine for the features it shares, then I could port my code over and build off of their editor if it's a liberal enough license. Could end up being a good thing.

    still though....damn them all to hell!!! j/k rayman origins does look damn lovely

  • you really don't need all that complexity, here's a simple example

    if you don't recognize 'clamp' and 'lerp', don't get intimidated, just ask, it's pretty straightforward

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

    you can safely ignore everything in start of layout and that loop, that's just to get a bunch of multicolored whatsits all over the place

    just the always event matters for the blackhole

    and the blackhole is drag and drop btw

  • [/img]

  • you post images with the img tags like

    your url here

  • shared in chat, but in case anyone else needs, also, c7, you were afk, when I found the final solution, so here ya go:

    (replace 1024 with the resolution you used to design and test your level)

    left and right click to change resolutions

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

  • thanks tom

  • my secret path to editting my signature has been paved over, anyone know an alternate route?

  • bad news for me and my engine. hopefully, the other features not included in ubi-art are enough to be noteworthy on their own, which I personally believe they are. but, couldn't have come at a worse time. oh well, that much more motivation to hurry. not so much cuz I want to sell the engine, but because I'd like my game to look as unique as possible when it releases. damn you ubisoft, don't you know I have a dayjob to quit?

  • Are you using any behaviors? If so there may be another solution that works more elegantly with your behavior, but this would work

    Stuff ->move object toward position blackhole.x, blackhole.y, at whatever speed

    Depending on whether you want an an event horizon where you have a minimum range, or infinitely decrease the pull the further you get, or constant pull all require slightly different formulas for the speed you choose

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  • I always pronounced it skeruh

  • Wow. Welcome.   If you're serious. Aside from what you mentioned. The number 1 problem is IDE instability.   Usually seems to crash when you're attempting to select events, and accidentally select more than one(which is a problem in itself), and then accidentally edit an expression or collapse an event. In situations like that it crashes often.

    The biggest new feature everyone has wanted I would say is network play. If you added some type of flexible networking plugin. Everyone would love you forever

  • both are interesting...

    and I love math.

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lucid

Member since 16 Jan, 2009

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