lucid's Forum Posts

  • is there any good way to do such a thing?

    Private variables don't correspond to an ordered indexed list of objects

    is there an ordered indexed list of objects somewhere? like if i keep track of what order they are created, can i pick them by index? ooooh! i just thought of a cool idea that might work for this particular need. let me know if you see any holes. basically i had a hundred or so sprites ordered in a certain way, and i wanted the last one dragged to remain pickable indefinitely, so i could do operations on all sprites, or pick a group, but still go back and that selection could be used as needed for all future actions until another was dragged. i could make a single object of some type called "picker", and then use the object pairer, and use an event to pick picker everytime i need the other thing. neat. still though, i can see other times when being able to single out a pick like i was trying woukd be useful, is it possible to do in a nonwasteful way?

    thanks rich for the response

  • I don't know much about how events work from a behind the scenes standpoint, so I have a question about how much cpu time I am or am not wasting doing something a certain way

    so let's say I had a 1 dimensional array of objects in c++

    and I decide I want to do something with some arbitrary object (let's say..the 24th object) in the array

    I can just say my_array(23) - do whatever

    now in construct, I can create an 'array' of objects using a loop that creates one object per iteration, sets a private variable in that object(let's call it "index") to the loop counter value, and every object gets a unique ordered index

    then later I can pick any object directly by having an event with the condition

    sprite.value('index') = 23

    works fine, easy, wonderful

    my question is, from a processing standpoint, is this like c++, pretty much direct

    where one object has this index, so it triggers this event

    or,

    am I basically making the exe loop through every object and check the value of "index",

    so if I have 100 objects, I'm making it do 100 steps instead of 1?

    i suppose for one group of objects it shouldn't make or break anything,

    but for the project I'm working on, there are going to be quite a few picks like this going on

  • strange indeed

    I created a new project from scratch to see if there was anything random that might have caused it

    but it does the same thing

    a shame, too

    I'm a big fan of the ik plugin

    if you'd like to pm me the code I'll take a look and see if I find anything

  • There's a thread in open topic, and this forum's displayed in the main page. Adding more forums to the main page is more clutter; I think a lot of people know about this by now.

    oh, open topic

    now that place is happenin

    where have I been?

  • sorry, no, it's awesome

    I meant it's bad in the sense that I didn't know it was happening until I was too late

  • you ask about my zombie game, thats a top secret project currently operating in stealth mode.

    what?1 how dare you?! tis' I who asks. lucid. was it not i who invented the idea of zombie games? was it not the thought of me that fueled your late night coding and thinking sessions?!

    there there, now be a good chap and post a cap as i have requested, lest you incur the awesome wrath of my scirra clout.

    i was totally joking, btw. and the zombie game sounds awesome. i actually have a few things im working on with vectors and procedural walking stuffs i can post a cap of if and when i get it all in working order. its nice to see someone else whos into this kinda thing. i love construct

  • The multiscrolling version is quite choppy for me. Only 10 fps. The first one however is fine.

    Also, seeing as how I've already gone through making starfields and got quite annoyed with it, I'm going to let you know that you're probably going to hit a wall with this current method.

    Larger layouts = more stars which takes a long time to create on startup and more resources used in general.

    I'll probably make a new version just barely larger than the screen later to keep the resources down.

    I wonder if there's an easy way to emulate a slower system, other than bogging down your system though, because I get the "that runs like crap on my system" thing alot with my caps for things that run silky smooth. I guess it's a good problem to have, as opposed to the other way around.

    lucid

    Even though I have not learned much yet. It's still quite understandable. I'll look at the cap's later. I'm not at my computer.

    true,

    hope it runs well

  • this worked with that other thread so, let's give it ago....

    ....ahem....so, I'm having this problem with this physics thing I was trying....

  • awesome stuff as usual quazi

    did you say there was a zombie game in the works?

  • this is almost as bad as the hidden 1hour competition subforum

    this should be a new forum thing

    seriously though...it's awesome that a 1 hour competition is even possible in construct

    it's nuts when you think about it

    READY.

    10 PRINT"HELLO"

    20 GOTO 10

    HELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLO

    HELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLO

    HELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLO

    HELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLO

    HELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLOHELLO

  • cmon yall

    if you're gonna do coolness like this

    make it it's own forum

    I mean

    who goes to uploads anyway?

    it's definitely not where the happenin crowd be hangin

    this is like hosting the olympics in antarctica without announcing it first

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  • oh, you rock, too, ashley... I just meant for actually responding to my thread though

  • thank you rich

    you rock

  • not to be a pain, but...uh

    is copying contents of canvas with image manipulator supposed to work or not?

  • new version with multiscrolling

    click here

    also, in the first version you see a whichstar variable with random on it to choose the star, and then it never gets checked, that was supposed to be the variable temp. it's fixed on this version...not that it made much of a difference in the first

    EDIT: Now with actual nasa photography...not joking this time (3 stars extracted from this photo (http://www.universe-cluster.de/fileadmi ... _stars.jpg))