lucid's Recent Forum Activity

  • I believe you have swine flu when pigs fly...

    ...get it?....swine flew?

    pigs fly?...

    ...

    ...

  • The snake effect was cool. Simple, but neat looking.

    hell yeah

    actually all of these were pretty damn nice

  • You sir, are a genius... but then again you already knew that.

    thank you, no, actually I didn't know that. that feature should come in handy on my current project

    here's an example of the canvas split screen in action:

    http://files.getdropbox.com/u/1013446/splitscreen.cap(994)

    and for those who don't have 994:

    http://files.getdropbox.com/u/1013446/canvassplitscreen.exe

    wsad controls boy

    arrow keys controls girl

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  • the temporary workaround would be to make everything invisible

    make 2 halfscreen canvases

    then 'always'

    move camera to pointA, paste everything to canvas1

    move camera to pointB,paste everything to canvas 2

  • oh yeah

    forgot to mention in my post

    to fix the bounding box problem all you need to do is make the sprite larger so there is some black space outside the image

  • I can't find the thread where I suggested this to someone

    as a method to load tilebased animations at runtime

    if you find this thread whoever you were

    please reply

    and I'll make the example

  • it looks good for linear stuff.

    2 things though

    first

    the blur only effects the bounding box of the sprite

    so if you look closely at the example cap, there's is a boxy edge to the blur when you move around

    second even if it takes extra events (or a tiny behavior I'm willing to write for this)

    it should blur based on actual movement

    like if your sprite moved down right then down the blur should be curved

    it just doesn't look right for curving motion

    is that possible to give it a list of previous coordinates and have the blur go around a curve? (like I said I can make a plugin or behavior to go along with it to make it work automatically)

    or would that be too many commands, or run too slowly?

  • btw, thomas

    i thought it was supposed to be played one player

    thats how i did it. it wasnt hard

    i didnt even think about what youu had said about 2 controllers

    it should definitely at least be an option

    maybe left and right triggers as jumps, too

  • a feature request

    most languages dont't let directly access variables by name using a string like that, though this isn't a language exactly

    you should try a hastable though, its not really jumping thru hoops. just as easy as using private vars really

    its made for this kinda thing

  • i dont think you can do that, but if you can, it's without the quotes

    enemy(animname), not enemy('animname')

    if that doesnt work, you can use a hashtable

    they are accessed with regular strings i believe

    work out a system where you can use only one hashtable for everything if possible, because picking a hashtable without groups is nearly impossible if i remember correctly

  • wait..you can add menus with a resource editor?

    ok, they dont work. is there anything else you can do to the window, or add?

  • can someone please explain how the layout object worksI'm not at home to try it

    but how would you make it popup

    and whats the tool thing?

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lucid

Member since 16 Jan, 2009

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