lucid's Recent Forum Activity

  • I've been trying to extract what I need from the sprite plugin, but nothing seems to work

    I tried something as simple as:

    renderer->setTexture(image);

    renderer->Quad_xywh(50,50,100, 100);

    and that doesn't work

    I also tried copypasting renderdistorted(...)

    but using my own distortion values, and nothing I draw renders anything to screen at all

    let's say I just want to draw a triangle at 3 points(x,y,u,v),

    p1,p2,p3

    and I have TextureHandle image;

    what do I need to do? bare minimum to get a triangle on screen,

    any help would be appreciated

    if it matters for now, I'm getting image by :

    :

    param[0].GetParamFirstInstance(pRuntime)->info.CurTexture

  • pc:

    Motorola Droid[3g verizon]:

  • Yeah, should be good. Only thing you couldn't do is change the stepping method mid loop, or change the iterator upon a certain condition. Would it be possible to make loopindexes actual local variables ashley?

  • One way it could work, is 4 parameters

    Iterator name, initial value,

    Comparison combo box(greater than, less than, equal, not equal to, etc),

    And final value

    Then the iterator would be declared and behave as any local variable, to be manipulated through actions, and compared before each iteration

  • but if you're not making a particle apocalypse, it's easy to recreate particles with events

    http://dl.dropbox.com/u/1013446/particall.cap

    from there you can change images however you wish along with anything else, like adding physics, or animations to particles

  • Exe window size is limited to desktop size. I couldn't find where this is specified, I wouldn't mind compiling a new runtime temporarily if that's the only way to fix it. But I couldn't figure out where the change was needed. I need to make a window larger than the current resolution so it goes offscreen

  • Use png

    I. Be used very large pngs and scaled down with no ossue

  • hey loumu awesome plugin

    you haven't released the latest version though. I required the function to get a tile at x or y, and I downloaded the source code so I could add it, and it turned out it's already there, I just had to recompile to get it to Construct

    ps

    thanks for the plug

  • E.g. 0 XOR 0 = 1, 1 XOR 0 = 1

    0 xor 0 = 0

    0 xor 1 = 1

    1 xor 1= 0

    exclusive or is only true if one or the other is true, but not both

    [quote:2bq3b0j5]or more specifically, 1234 xor 3210 = 2136

    I'm not sure what you did there, but...

    [quote:2bq3b0j5]Is there an easy way to do this in Construct?

    ...if it was a bitwise or or xor, no construct does not have any bitwise operators

    here's a complete list of system expressions:

    http://sourceforge.net/apps/mediawiki/c ... xpressions

    if it was a simple exclusive or condition, you can do that by stacking comparison conditions

    if a

    ---if [inverted] b

    OR

    if b

    ---if [inverted] a

    ------------do something

  • that does look like it might be cool

    nice avatar btw

  • seriously impressive

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  • If not epic, try episodic.

    yeah, that's the route I'm planning at the moment. on of my main passions lies in attempting to make stupendous game engines

    and I also like grand scale. the episodic route allows alot of flexibility

    you can release a single awesome level and call it a demo

    several more and make it the first release, pricing them according to the amount of content

    if you decide to go that route. you might want to focus on being extremely organized, and also, making your 'engine' as reusable as possible. anything that will be used again and again should be kept in either a template cap, or a level editor, if you have the skillset to create such a thing

    it's discouraging to work on the same things over and over again spending more time on boilerplate code and tedium than you do on your wonderous content

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lucid

Member since 16 Jan, 2009

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