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  • oh yeah, and one more thing, you said if you knew more c++. I would recommend, even if you know very little c++, to go ahead and try it. I and at least one of the other plugin developers here started out with the sdk thinking there's no way we understood enough c++; but you can mess around with alot of the stuff in the sdk without knowing how it works. Between asking questions in the construct engineering forums, general c++ questions on google, and looking at the other plugins in the svn when you need to know how a certain plugin did something.

    you might see something in a behavior that looks like this

    [quote:1eztsoxs]pLink->info.x=50;

    and it might look weird, but if I tell you that this is how a behavior sets the x position of the object it's attached to, so it's like the action

    [quote:1eztsoxs]Set X to 50 in construct

    you can still use it, even if you don't know enough c++ yet to be able to understand the syntax. you also don't need to go research and memorize all the construct specific commands. since you have to use visual studio to use the sdk, you automatically have all the commands there

    as soon as you type

    [quote:1eztsoxs]pLink->

    all the options for pLink are there, and the same for when you type

    [quote:1eztsoxs]pLink->info.

    you see that you can set values for x,y,angle, h (for height),etc,

    there are not many questions asked on the construct engineering forums, so feel free to ask alot. even basic stuff like. so what does -> mean anyway?

  • well i'm sure that it must be possible to develop a "3d camera" behavior plugin that could let you choose a side of a 3Dbox that would then draw to the screen what is in front of that face, but the thing is to do it... i would like to do it, but do not have enough knowledge to do so, i'm still studying the sdk's, but i'm far from being able to do something, i only found until now where the window is builded in the VRuntime.h, that itself uses RenderCommon.h, now i'm looking for the 3dbox, to see if i could find a way to refer to one of it's face, and then i'll have to figure out how i need ro build what i want

    edit: just found out the 3Dbox i think it's Quad.h

    edit2: i think that i wont be able to do it on my on, anyway i think i just found a program specially made to make 3d games, 3D rad, if somebody is intested here's the link: http://www.3drad.com/

    hi beds

    there is an sdk tutorial. you should definitely start with that. it'd be extremely difficult to figure out the sdk without some guidance. here's the basic tutorial.

    if you have trouble figuring it out, or getting it to compile, or whatever, the appropriate forum to ask questions about that end of things is construct engineering. I actually think it would be very simple to make a 3d camera, within the actual runtime of construct, because construct is already using a 3d camera, it's just stuck angled at the background, so it would only need the extra commands for yaw pitch roll (not sure which one we can already use). The problem is whether it would be practical or not.

    I think it's probably possible to do it without altering the runtime in a plugin. I haven't worked directly with directx calls that much yet, but it seems like it should be pretty straightforward. I think it would work better as an object than a behavior though, as of now, all behaviors can be used on any object that is placed on the layout, like box, 3d box, sprite, line, etc, but not on mousekeyboard, array. so creating a behavior that only works with 3dbox would require rewriting 3d box to provide feedback to the behavior about what it's doing. that's not hard, but it's also not necessary

    So back to the practical part. if it's simple, why not just add it to the runtime? because it may just cause more problems than it solves. your game will look like a bunch of flat 2d cutouts when you switch from looking at them straight on, all lined up like a diorama. Then you would need options for sprites to make them always face toward the camera, or be able to rotate them along all axis's. This is all possible through sprite distortion events, but it would be about as fun as trying to make the world rotate around you instead of using the 3d camera. Then there's the issue of having no 3d layout editor. All these features and extra options everywhere are going to confuse new users who will try them out and basically not understand why there seems to be a halfimplemented 3d aspect to construct, at which point the board will be constantly flooded by questions on how to make it work well. Part of the beauty of construct is that by sticking completely to 2d, you can have a simplified system of condition/action(cause/effect - stimulus/response) relationships that's just not possible in 3d where all the spatial information related to any event adds just one too many layers of complexity to make this system work as neatly.

    but by all means, try out the sdk tutorial. a 3rd party plugin that does this would be harmless to the rest of the system, and to newcomers as well. also, if you know some c++, and don't mind fiddling around. creating such a plugin, if it's possible, should be pretty straightforward

  • nice graphics.

  • True true. But, this is a quick single fix for a feature/bug initiated in this release. There isn't a whole changelog, its a fixed version of Release 1, basically.

  • This wouldn't be an actual iteration, just a fix for a single problem, so 1.1 makes sense...

    Btw, physics problem is fixed, so expect that update soon

  • i think he might be saying that there are ten billion free tutorials for anything on the web as far as game development goes. if I had the free time, I think I could go from where I am now as a c++ programmer to being able to design parts of unreal engine 3, just based on free online tutorials

  • Ok, I apologize porlo.ill take a look when I get home.

    Edit: actually, I think I already know what's wrong. In that template cap, is there a relationship to the speed and direction of the flying off and where you spawn it?(and probably moves slower if its close to the object originally was on the layout)

  • hey arsonide. I will definitely be using gridtree in my character and level generators, so thanks for the awesomeness. As a matter of fact, I have a bit of a feature request for you, if you don't mind (I could also add it myself to my local copy of gridtree when you're done, if you don't mind letting me borrow the source).

    basically, defining the CallFunction and GetData functions at the bottom of Runtime.cpp, so I can control GridTree from another plugin.

    but seriously. this is supremely awesome for procedurally generated obsessives like me

  • DravenX

    no. I actually have a very boring, nontechnical job at the Post Office. Though I am constantly working on my engine in my free time in the hopes to change that.

    Mulkaccino

    no. I only completed high school, though I always enjoyed math, and it always made sense to me the way everything fit together. but for instance, with this cap file, I just went to google and typed in "sphere math" or something like that, and copied the equations from the wikipedia article into construct expression form, after reading enough of the wiki to get a basic idea of what each term in the equations meant

    and thanks to both of you

  • heheh newt. I actually started looking for the coca cola font so I could do that , but changed my mind due to laziness

  • it'll be easier to answer if you post a cap file. if you'd prefer not to post it for some reason, you can pm it to me

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lucid

Member since 16 Jan, 2009

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