lucid's Recent Forum Activity

  • Thanks tulamide. Yeah extending collisions.cpp is not an option, its a very specific use I need, and besides, the whole point is to make the collisions work in regular events such as the on collision event of another object.

    I ended up making a separate collision box plugin that will be created and destroyed by the original plug I was asking about, basically it needed multiple separate collision boxes. So itll track the boxes, and they can communicate back whatever relevant info is needed. It also makes for more readable events than it would have if I had to figure out how to make a single on collision event, and then separate conditions to deduce which box

  • I really haven't figured much out about the way collision detection works,

    and it seems to be handled most by runtime functions, is there a way to define custom collision behavior for a certain object, as a bare bones example, let's say i want any point collision queries that fall between

    x=0,y=0

    and x=10,y=10

    I want that to register as a collision, but anywhere else I don't, assuming some other object is checking for collision with this one, or vice versa

    is this possible to define that as an object specific collision behavior, or is there no way to do that?

  • I didn't know such plugin exists. I copied the file over original and now I get runetime error.

    i think I accidentally swapped links, this is the runtime one:

    (goes in \plugins\runtimehttp://dl.dropbox.com/u/1013446/sharinplugs/panel/runtime/Panel.csx

    and this is the regular one in case you copied over it:

    (goes in \plugins\)

    http://dl.dropbox.com/u/1013446/sharinplugs/panel/Panel.csx

  • rogerty, in answer to your original question. Being able to recognize and appreciate an elegant solution may be a sign that you have the capacity to create them as well. I think the more you see, and the more you try to think in that direction the more often you will come up with elegant solutions to your problems. Over the years I've come up with code I thought was clever or elegant now and then, but I still see something simple like this from time to time, and wonder why I hadn't thought of it myself. The particular example you asked about was one such case when I first saw it.

  • Shame it doesn't work with text variables :)

    don't know about construct, but most languages let you do that:

    stringvar == "The Right Answer" ? "good job!" : "aww, you're lame"

  • ok, somebody, I believe I have fixed this, try copying this over your current panel.csx in the runtime directory

    http://dl.dropbox.com/u/1013446/sharinplugs/panel/runtime/Panel.csx

    this is your example cap, not using the attach feature of the panel:

    http://dl.dropbox.com/u/1013446/sharinplugs/panel/somebodyspanels.cap

    let me know if this works in other problem situations you've come across

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  • quazi that looks awesome, is there a vid

    and somebody, as I told you in chat, that is awesome as well

  • You can make plugins from that from what I can see.

    make sure you ask any questions you have in Construct Engineering forums once you actually begin. The current plugin developers, myself included, can see those quicker than the flooded help forum. And happy learning!

  • the updates are going to be from the scirra community from here on out.

    it's only begun very recently, so, it's a long way off, but the first trickle of work has begun on the next version

  • small update.

    the anglelerp expression no longer has the limitation of needing to have two angles that are between 0 and 360, shouldn't have been there to begin with honestly <img src="smileys/smiley9.gif" border="0" align="middle" />

  • that's wonderful news tulamide!!!!!

    <img src="http://www.thecriticalfailure.com/wp-content/uploads/2011/08/welcome_to_the_herd_display.png" border="0" />

    btw season 2 starts on the 17th of sept!!!!

  • Can't give a detailed answer at the moment. But the easiest way would probably be to have the ground sprites angle actually be the angle the character needs and then set the character to the angle if overlapping groundsprite at offset 0,10, or have the ground sprite communicate its drawn angle through a pv or some such thing

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lucid

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