lucid's Recent Forum Activity

  • It works with the wired, that's how I've used it, but I never tried multiple controllers

  • Anyone else see kick-ass?

    God it was good.

  • awesome stuff

  • vanja, are the animated gifs your work?

  • also, make sure you're using 1 indexing, and not 0 indexing, as you said you come from a visual basic background

    1 is first in Construct, not 0, there is no 0 index

  • I agree with Raymond Hooks completely.

    Construct is brilliant.

    As far as the university idea, writing C++ plugins for Construct would be a logical graduation from caps.

    Also, I have to say, with the more extensible nature Ashley discussed in another thread, I think Construct 2 will significantly change the indie game landscape. Being able to create Custom runtimes for different platforms with the ease and power of Construct is an amazing possibility. If there were 5 community members who made 1 runtime each, and released them to the community, you could theoretically export a single cap to Android, iPhone, DS, PC, Mac, XNA, and Flash. To me, that's just mind-boggling.

  • 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

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  • 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

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lucid

Member since 16 Jan, 2009

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