lucid's Recent Forum Activity

  • 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

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  • 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

  • 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

  • wow

    that's awesome

    and that was fast

    thank you, arima

    if you're comfortable with making this a community project

    let's see if we can use this as groundwork

    and figure out the cropping thing

    along with the other features that were in the other post.

    this is good stuff though

    didn't expect it to be this far along so quicklike

  • not sure what you mean

    unless you mean:

    Script-Event communication

    Events can retrieve data from scripts via the Python system expression. For example, the expression:

    Python("x")

    will return the content of the variable x. Similarly:

    Python("myfunc()")

    will return the value returned from calling the function myfunc in script. Further, you can use the system condition Python Compare, to directly compare a python variable in an event, such as the variable "x" greater than 100.

    Scripts can trigger events by using the Function Object. The Call routine of the Function object takes two parameters: the function name, as a string, and the forget/remember picked objects option, which can be left as 0 (for Forget). For example:

    Function.Call("My function", 0)

    if not, what do you mean?

  • you know about this one, right?

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

  • no, but seriously

    is it possible?

    are they just used as expressions that evaluate to boolean values?(not at home to test)

  • spritefont has been on the far backburner for a while. i have an annoying small amount of free time, but I understand spritefont is important for serious projects, and I don't want to neglect the userbase, just because I'm not currently using it myself. I will do my best to work on it at least a little at a time, and to also maintain the compatibility with current caps.

    I need to make tutorials again for it, updated, and I also need to remove some half-implemented features, or complete their implementation. But most importantly, I've had people from time to time report to me in pm, that doing certain combinations of things cause letters not to appear. it's all very idiosyncratic, and confusing, and spritefont was written when I was just beginning to really understand c++, so the code is a mess. I've searched for the source of these problems, but so far I've come up empty. I really need to see all these problems side by side to find the connection.

    One thing I can say, is purposefully spritefont does not save any information about anything except that which can be edited in the properties pane. this is because it relies mainly on having pointers to spritetypes, and sprites which will change each time the exe is loaded. So if your problem involves loading a saved game, or changing layouts, and not initializing the sprite types on loading again, see if that will fix the problem.

    also, I have a hunch some of these issues will change (for better or for worse) if you use either multiple instances of the same spritefont, or an additional spritefont types (copy, paste clone)

    in short, if you've ever sent me, or offered to send me caps where you were able to isolate problems, and make them stop happening through some weird nonsensical method, please repost them here, with the description. I will hunt through the old PMs also, and see if those links are still working as well. if you can't post your cap publicly, please pm me a link. Don't be discouraged if I don't respond immediately. I will be looking into all of this, and trying to find the common thread. It definitely seems like all the current bugs, are really just one big bug buried in there somewhere.

    so, if you have the time, and you've had issues with spritefont. please help me fix it, and bring it into the 1.0.

    also, I'm interested in getting a small group (after some brave soul lays the groundwork) to write a cap using the image manipulator, to create a tool to more easily cut up sprite sheets. there are a few requirements that have been requested in the past that should be included if someone is going to take the time to make this. but honestly it's much needed, and I really don't have the time right now to make it. interested parties, please post here. if it's an open cap file, with a main person, we can assign the smaller duties to other people as it goes along to make this happen quickly and smoothly

    for anyone who wants to have at it. The main requested features that I can name off the top of my head are:

    take a sheet of fonts and split it into multiple named or numbered files

    a more visual interactive way of seeing a simple grid split of the sprite sheet, twisting knobs, or dragging lines to get the grid alignment just right

    the ability to easily drag this grid out of alignment in selected spots, or quickly drag and drop squares around letters that don't fall perfectly evenly spaced. it should be simple enough to be convenient in a spritesheet that has no evenly spaced letters at all

    also, the ability to automatically cut the sheet up into uneven pieces based on a colored separator (say a pink line). I can't remember the name of the software, but there is a large library of spritefont sheets made with colored separators, so this would be a very useful feature, once someone reminds me of what the name of that app is.

    thanks everyone for using spritefont, and reporting those bugs

    I think there's only one or two bugs before it's fully stable, and ready for primetime

  • the "nameless" thread was one catalyst that made me write this, yes. but honestly its been a general vibe im getting from here lately. ranging from these flame wars to more subtle "help" threads, where it seems like the "helper" is spending more time expressing how easy everything is, if they would just accept scirra as their lord and savior blindly, rather than the 2 seconds it would take to whip up a cap file, demonstrating everything and post it along with some pointers to the wiki and the platform school.

    its all shifted from a "let me show you an easy way to do that" feel, to a "whats wrong with you? dont you see how easy this is?" feel.

    its not everyone, not even the majority, but given how scarcely i read through some of the forums lately, its enough that i noticed it, so id imagine weve turned off some potential users.

    this is the one package where you can answer someones quesstion within 5 minutes with an actual working example. thats what makes people flock to construct. im just saying, construct is further along than ever. nowss the time where we can really show this thing off. dont take it upon yourselves to turn the community into an elitest member's only club

    be helpful in help threads, and if someone hates math too much to achieve a certain thing, or someone has a misguided feature request, or criticism for construct, be civil, or leave the thread alone. youre not impressing anyone. this is not the place for your power trip. there are only a handful of peopl who are really godly with construct, and theyre usually not the problem. leave the godliness to construct itself, and help the newcomers find the light

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lucid

Member since 16 Jan, 2009

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