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  • nice graphics.

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  • True true. But, this is a quick single fix for a feature/bug initiated in this release. There isn't a whole changelog, its a fixed version of Release 1, basically.

  • This wouldn't be an actual iteration, just a fix for a single problem, so 1.1 makes sense...

    Btw, physics problem is fixed, so expect that update soon

  • i think he might be saying that there are ten billion free tutorials for anything on the web as far as game development goes. if I had the free time, I think I could go from where I am now as a c++ programmer to being able to design parts of unreal engine 3, just based on free online tutorials

  • Ok, I apologize porlo.ill take a look when I get home.

    Edit: actually, I think I already know what's wrong. In that template cap, is there a relationship to the speed and direction of the flying off and where you spawn it?(and probably moves slower if its close to the object originally was on the layout)

  • hey arsonide. I will definitely be using gridtree in my character and level generators, so thanks for the awesomeness. As a matter of fact, I have a bit of a feature request for you, if you don't mind (I could also add it myself to my local copy of gridtree when you're done, if you don't mind letting me borrow the source).

    basically, defining the CallFunction and GetData functions at the bottom of Runtime.cpp, so I can control GridTree from another plugin.

    but seriously. this is supremely awesome for procedurally generated obsessives like me

  • DravenX

    no. I actually have a very boring, nontechnical job at the Post Office. Though I am constantly working on my engine in my free time in the hopes to change that.

    Mulkaccino

    no. I only completed high school, though I always enjoyed math, and it always made sense to me the way everything fit together. but for instance, with this cap file, I just went to google and typed in "sphere math" or something like that, and copied the equations from the wikipedia article into construct expression form, after reading enough of the wiki to get a basic idea of what each term in the equations meant

    and thanks to both of you

  • heheh newt. I actually started looking for the coca cola font so I could do that , but changed my mind due to laziness

  • it'll be easier to answer if you post a cap file. if you'd prefer not to post it for some reason, you can pm it to me

  • Try this: http://dl.dropbox.com/u/4322334/physicscs.cap

    There is something wrong with the physics. Shouldn't it just bunch up instead of spraying outwards from where the first instance was?

    no, it's behaving correctly,

    you're creating objects occupying the same space at the same time, which is forbidden in physics, and so the simulation does it's best to push them out from each other as quickly as possible

  • thanks everyone!

    Congrats! I would love to see that exe in action.

    here's the cap file:

    http://dl.dropbox.com/u/1013446/newmaze5.cap

    this cap is a horrific mess, btw.

    press 1,2,3,and 4 to activate and deactivate layers

    you have to press all four numbers to start off with because all layers are off at start of layout

    arrow keys move around, and mousewheel zooms in and out

    pressing r still regenerates the maze

    also, under the comment "number of spheres" (event 19)

    if you set the loop to something higher than 1 to 1, it'll make concentric spheres inside eachother. originally there was one extra sphere inside the other one, cuz it looked cool

    but my friend wanted to focus less on the spherical aspect of it (let alone the sphere within a sphere) since it was an artistic choice (the journal guidelines said to favor aesthetics over scientific accuracy), and not really accurate or relevant to using majorna fermions to create quantum logic gates.

  • thanks guys

    Jealous. I wanna make stuff that goes on the covers of stuff

    this was definitely cool for me, but I'll be much happier when something I make is on the cover of gameinformer or pcgamer

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lucid

Member since 16 Jan, 2009

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