lucid's Recent Forum Activity

  • the info structure of CRunObject (most of the sdk is defining this object, your plugin itself)does everything you need for movement

    info.x=10;[/code:12vtw8fb]
    will change the object's positions to x=10
    there's angle, h for height, etc, etc.  since you're using visual studio, it'll be easy to see all the properties of info and most are self-explanatory.
    after changing the orientation, dimensions, or position of an object call
    [code:12vtw8fb]UpdateBoundingBox();[/code:12vtw8fb]
    to make the changes actually apply at runtime. if you forget this, collisions will be all messed up
    if you're changing the object itself
    just info.whatever will suffice
    however
    if you want to make it a behavior, at the beginning of main where it says
    [code:12vtw8fb]#define IDE_FLAGS 	OF_NOCOMMONDEBUG[/code:12vtw8fb]
    add |OF_MOVEMENTPLUGIN
    so it says:
    [code:12vtw8fb]#define IDE_FLAGS 	OF_NOCOMMONDEBUG |OF_MOVEMENTPLUGIN[/code:12vtw8fb]
    
    and instead of just info.x
    [code:12vtw8fb]you do pLink->info.x[/code:12vtw8fb]
    pLink is a pointer to the object that the behavior is attached to
    
    [edit:oops, it's already in the right forum]
  • canada?

  • Awesome idea dead. Unfortunately, that site doesn't work none too goodly on my phone, so I can't participate on this first round

  • Another way is to ditch the ('active') private variable in plat, and put it in player instead or make it global, and

    Player - on collision with plat

    ----set global('activeplat') to. Plat.uid

    Plat - compare uid == global('activeplat')

    ----plat control actions here

  • yeah, just use the z_elevation thing, for the boxes and the sprites. and make sure to turn on 3d sorting in layout properties

  • Rojo:

    I don't see what you mean

    you're saying ceil(float(0))==1

    is the correct behavior?

    I understand that float accuracy is always an issue, but I thought floats could hold absolute 0's

  • tiny update for anyone who's interested in the progress.

    All major features are working in an at least limited fashion, including procedural animation features hinted at in here, and expounded upon in chat. This is a major milestone, and from here on out, it's just fleshing some of those features out further, and fleshing out the ui so they can be used in the animator beyond just simple unit tests.

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  • an .exe exporter, or at least a definite promise that it will be included with the final product

    Q: Will there be an EXE exporter?

    A: Yes, eventually. Either the Scirra devs will make one, or a third-party will make one. With the modular exporter system, it could be both. By the time C2 can be used for much, there will probably be an EXE exporter.

  • sorry i hadn't realized you meant something separate by the centering thing, I thought that was part of your pixelation problem solution attempt

    turn on unbounded scrolling in the layout properties (in the properties pane after clicking on the background the layout editor), and use system Set Scrollx and scrolly to the center of your image

  • zoom in without having to center and all that jazz?

    that isn't very informative. if you zoom in, yes you will probably have to move the camera to get it where you want it

  • ummm....

    I don't see what you mean, don't you just do that with z_elevation.

    I don't see anything different, unless you mean shadows specifically....in which case why not say "shadows" instead of "depth"

  • wow...that's very strange. good find. please post a bug report

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lucid

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