lucid's Recent Forum Activity

  • with or without physics:

    if speed < 50

    add whatever engine acceleration speed

    if speed>100

    speed=100

  • it's probably not a good idea to keep bumping old thread's because they are solved

    it shouldn't really make a difference in searching

    almost all old threads are solved.

    if you want to post solutions in a useful way, try making wiki articles or posting to the tutorials section

    I'm not a mod...but, I'm probably not the only one who doesn't want to see old posts when I see a forum has new posts on it

    know what I mean?

  • this post was from june

  • [quote:319nkhrt]hi

    hi

    [quote:319nkhrt]how can i show global varible in a text?

    set text to global('variablename')

    [quote:319nkhrt]and how can i create rotating joint

    there are many ways to do this, if it's physics you create a hinge, and then to rotate add torque or set rotational velocity. without physics:

    have sprite2's hotspot where you want it to connect to the joint, give sprite1 an imagepoint where you want the joint

    always - set sprite2 position to sprite1 imagepoint[/code:319nkhrt]
    and rotate as needed
    [quote:319nkhrt]and when i make in behavior object to rotate
    its doesnt have friction (its with physicks too)
    
    physics doesn't automatically work with other behaviors, you should be able to work well with either behavior by itself, before you attempt to combine physics with them, physics is picky about how you do things, experiment with it alone first, and get a feel for it
    [quote:319nkhrt]and can i make specific object not to collide with each other
    under behavior physics
    
    there is an action in physics to disable collisions with certain objects
    [quote:319nkhrt]ohh and i have problem when i make physic and 8direction behavior
    to the same sprite its when i run the game it going crazy to all directions
    
    see answer above
  • first...did i ever upload the right version? that doesn't have supersprite instead of the correct plugin?

    also alspal, if this doesnt work, i'll try to add that feature

    but i believe if you

    set write speed to 0;

    and

    "on character written"

    • --"pause writing"

    that would be the equivalent of the action you're asking for.

    please ler me know if that works

    also if anyone has a chance can you let me know if the current upload has the correct files in it

  • yeah, I totally would

    it would really change the graphical possibilities of my current game project

  • if you mean shot by another sprite's "spawn object" action, then as long as you put the angle change in the same event as the "spawn object", it will only apply to that one

    if there is a different situation, where you need the angle to change after this event, there would be a different solution, but we'd need extra details to find it

    also, btw, unless you mean Python script, just call it "events"

    or people may be confused as to whether or not you mean python script or events

    and welcome to scirra.

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  • downloading through a proper cvs client for view in visual studio is so much more useful than viewing it in site form

    since every time you see a reference to a SDK type you don't know, or a function you'd like to understand better, you can right click and "go to definition"

  • for anyone curious (if indeed there is anyone)

    the status of the plugin

    so far, you are able to create, and access customized objects through a specialized notation

    custom type creation will be a feature primarily for advanced users

    it gives you alot of power, but it also requires extra care to keep your things in order

    but as of now

    you can do things like this (these features are already implemented and working)

    create template "character"

    add string "name" to {"template","character"}

    add number "hitpoints" to {"template","character"}

    set {"template","character","hitpoints"} to 100

    add object "charactersprite" to {"template","character"}

    add objectarray "inventory" to {"template","character"}

    create superarray "party"

    add 5 "character"s to party

    add string "affiliation" to "party"

    {"party",0,"name"} = "johnathon"

    add object (applesprite) to {"party",0,"inventory"}

    add object (woodenplanksprite) to {"party",0,"inventory"}

    I will be adding shortcuts as well, so you can use 1 word to refer to a long address like

    shortcut "mainweapon" = {"party",0,"inventory",global('currentweapon')}

    EDIT:Shortcuts working, including shortcuts to shortcuts, and shortcuts to templates

  • is it safe to return ret=pointers (as RETURN_INTEGER) to be taken back as params[x].GetInt()

    or is the ExpType_Integer to short?

  • if you're gonna do that, why not use a 360 pad emulator?

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lucid

Member since 16 Jan, 2009

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