lucid's Recent Forum Activity

  • it might have something to do with ACETABLE.cpp, if you paste the code I can tell your for sure if it does, just the part relating to that expression. If it is the problem, you can probably figure out from this: the ADDEXP relating to the get color, check number 3 below, but here's a breakdown on the others as well, I don't remember if the tutorial went in detail:

    ADDEXP("My expression", "My category", "MyExpression", &ExtObject::eMyExpression, RETURN_INTEGER);

    [/code:3scnhft6]

    • "My expression" should be what you see when in the Add Expression dialogue in the editor
    • "My category" is the category it's under
    • "MyExpression" is what you actually have to type to use the expression, like "Angle" is what is here in the sprite plugin's sprite.angle expression. not case-sensitive. Checking if this is an empty string is probably where I'd first look, or if it was invalid with a space or something that wouldn't work in construct.
    • &ExtObject::eMyExpression is a pointer to the c++ function that actually returns the value at runtime for this expression
    • RETURN_INTEGER is the return type of the c++ function. RETURN_STRING, or RETURN_FLOAT are two more valid constants, if you right-click - go to deceleration in visual studio on any one of these, you can see a full list.

    if it's not this, it's probably not to do with the ace_table, but I'd suggest checking number 3 before moving on to other troubleshooting

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  • you can just have a

    System - Compare - Sprite5.count is equal to 0

    ----------go to Layout 2

    just so you also, you don't need a trigger once in a start of layout,

    also, in other situations when you need to have that "two or more blocks at the same time" add the right amount to your global variable, there is a system condition CountMatching("Sprite5") that would tell you exactly how many things were overlapping.

  • I can definitely appreciate davio's point of view, and alot of the retro games people make, in construct and elsewhere, look awesome, and some even sell next to the big boys(http://store.steampowered.com/app/70300/?snr=1_4_4__13). But I want to present the opposing view. I love HD visuals. It's why alot of people buy good graphics cards. If you have a million years to work on your game, ideally, you would have it be able to switch resolutions, with up to that 1980x1080 most common resolution from the Steam hardware survey. I'd say 1024x768 is a reasonable minimum, if you're wanting almost anyone to be able to play your game, but if you have the time, and the art ability, there's a major shortage of games that take advantage of high resolutions. Just be careful with the VRAM, without bones or some other clever distortion, it's difficult to maintain that size, and have decent animation at the same time, not just with construct, but any 2d engine

    if you're going to create hd sized textures though. I think anyone with a pc that had to run at 800x600 or 1024x768 wouldn't be able to run it, unless you had lower res versions of the textures as well

  • ...

    You can create this effect with Poser 7. One of the render settings lets you save the animations as black on white silhouettes.

    ...

    Iv'e got the programs on one of my old hard drives i think. Poser6 or7 would be the best option out of the 3.

    I could be wrong, but I think he's more interested in a taking any still image, and converting it to animate-able puppet, not necessarily creating a silhouetted image

  • hmm....

    so the ui needs to zoom out as well then...

    I think the only solution with the current implementation of zooming in construct is to experiment with different numbers, like

    640*(zoomx*something)

    where something will probably be a formula more likely than a variable

    it'd probably be easier to keep it on a layer with a zoom rate of 0

    and then scale the object's actual height and width to simulate it being part of the zoom

  • Had an idea the other day for a 'polygon' object - although maybe its already in Construct 1 and I never figured out how to use it? But yeah. A texture stretched between 4 given coordinates.

    on c1, make a sprite,

    on start of layout Set DistortMap Size to 1,1

    then in any event to reshape it, do either set absolute or set relative distortion at

    0,0

    1,0

    0,1

    or 1,1

    for topleft, topright, bottomleft, or bottomright, respectively

  • I realize I'm getting a little ahead here, but basically, I'm curious, I know you've already given loose time estimates on when it might be finished, and the warning they are loose estimates. Lets assume it takes one year to finish the first full version, for simplicities sake with this question. How long would you suppose the next runtime would take to release? Since the initial creation would involve creating the edittime as well, I guess I'm curious what percentage do you estimate of this first version's development time will be just for the runtime itself?

  • thanks, btw, stumbled upon that last program by accident....

    it was called crazytalk

  • put it on the feature tracker, I or one of the other guys'll have a look at it at some point.

    it's one of those features that might not make sense to anyone but the requester. Maybe a more generalized form would be useful, like an option to change the scaling factor. I've wanted to mess around with scaling factor before for other purposes. its not called scaling factor... I would have to look up the name for it, focal length, field of view...something...point is decrease the scaling of distance objects. if it were adjustable you could decrease it to 0 to get your desired effect, but it would be more generally useful. I think it's also related, to zoom. As of now, I think 3d camera zoom is the equivalent of 3d camera trucking, which it shouldn't be, technically. Zoom should just increase the size of the image, and decrease the field of view, whereas actual movement in the z of a camera should do what it does now when you zoom, which changes the perspective relation of objects in your field of view. I haven't tested it in a while though. I could be wrong about the way construct zooms, and possibly the terminology as well

  • why not just use zorder though? just for simplicities sake?

  • .uid

    unique id in the expression list

    is a unique number for each instance of anything on the layout

  • Flashback and Out of this World

    thats what I was going to say.

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lucid

Member since 16 Jan, 2009

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