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  • there is also a pick closest condition for sprites

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  • For the first one, you can just do

    --is standing

    ----is overlapping (object) at offset 0,3

    For the second one, the only problem is that if it returned an object name, it would usually be used in an expression in place of selecting an object, and "none" would be invalid, aside from the possibility of an object named "none"

  • > hello! here's a little video showing some gameplay from our project Talbot's Odyssey!

    >

    >

    >

    > by studio MiniBoss (saint11 and me)

    > for more info, please visit our blog! :3

    >

    HOLY SH- That looks absolutely AWESOME. I'll keep tabs on that one.

    yeah, that really does look awesome

  • > Here's a screenshot of our game "Talbot's Odyssey"! Still in production (3/8 complete)

    > <img src="http://img535.imageshack.us/img535/1146/wellscreenshot.jpg">

    >

    That is nice looking indeed. Someone knows their colour theory

    yeah, that looks wonderful

    I wish I knew my colour theory

    where can I learn that without dedicating my schooling to it?

  • the properties bar in the event editor, i mean its pretty useless to have there and just takes up space.

    it's useless, but it wouldn't be if you could still select the objects in the objects bar

    I've always wanted that feature

  • I would take away the distinctions and syntactical differences between variables and expressions, also the need for the global qualifier for globals, unless this would slow down the expression interpreter

    so instead of accessing private variables like this

    mysprite('myprivatevariable')[/code:1fv0onq6]
    it would just be 
    [code:1fv0onq6]mysprite.myprivatevariable[/code:1fv0onq6]
    
    it would be up to the user to make sure they didn't name their variable something like 'x', or z_elevation.  I've always thought the (' ') format was kinda tedious
    
    and with globals, instead of 
    [code:1fv0onq6]global('myglobal')[/code:1fv0onq6]
    it should just be 
    [code:1fv0onq6]myglobal[/code:1fv0onq6]
    again making it the users responsibility to not name their global 'timedelta' or anything of the sort
    
    also, the array object,
    arrays should be just as integrated into the rest of the system as pv's and global's are
    and even though it's not used in C1, it would be better as [] instead of {}
    if arrays could be used as private variables, again no special qualifier to access them just
    [code:1fv0onq6]mysprite.myarraypv[10][/code:1fv0onq6]
  • you're setting the control state to that for the first tick at the start of layout

    for the sake of understanding, you would need to

    --always

    ------set control state to 0;

    after you set the control state it doesn't stay that way, it continues to be set every tick by the assigned controls being pressed, or being left alone

    however, this would be better achieved, by disabling the jump control

    click on an empty part of layout to bring up the layout properties

    click properties and scroll to the bottom

    find the jump control, and at the bottom of the list of possible keys is (disabled)

  • The crispify effect does something like that

  • Bah its just a 3d version of Construct.

    Really when you think about it all it does is a platform style, with limited textures.

    it's still mostly 2d gameplay, but it doesn't just do platform games anymore, it can do topdown:

    shooter:

    <img src="http://mediakick.org/wp-content/uploads/2010/06/LBP2_-_Top_Down_Shooter1__psd_jpgcopy-1024x576.jpg">

    rts:

    <img src="http://mediakick.org/wp-content/uploads/2010/06/LBP2_-_RTS2_psd_jpgcopy-1024x576.jpg">

    and first person/3rd person over the shoulder as well now (if you fake it ala construct):

    <img src="http://mediakick.org/wp-content/uploads/2010/06/LBP2_-_3D_Shooter1_psd_jpgcopy-1024x576.jpg">

    you don't even have to make sackboy part of the games you create

    also, I wouldn't be surprised if you could import your own textures files as stickers, that was a disabled feature in part 1. it's going to allow you to use your own sound recordings, so it wouldn't make sense to disable that again.

    [quote:31p3pvzl]

    Edit:

    Not that the devs have a shared left nut... apparently hes gone for good.

    aren't there at least two of them? or are you calling rich a shared left nut?....

  • if I get your question:

    a+abs(cosp(a-(b-a),b-a,t))

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

    if you want smooth in both directions, that's just cosp by itself

  • The Bespectacled One's and Mary Jane's.

    Will it blend?

    I like the look of Mary Jane's (flashy, gamey) and wording of The Bespectacled One's (it talks to coders).

    well yeah

    that too

  • even if you're already excited about lbp2, but especially if you don't know what all the fuss is about:

    a few extra details about part 2 I didn't know in here:

    http://ps3.nowgamer.com/previews/ps3/990/littlebigplanet-2

    also, just look at the screens here:

    it's insane how different the games you can create with it are:

    http://www.gamesradar.com/ps3/littlebigplanet-2/preview/littlebigplanet-2-dev-interview/a-2010081111137895092/g-2010051014114532084

    the new version will have keyboard and mouse support

    also, if you know what the direct control seat is, it will also be able to be used with the playstation move

    I would love to work for media molecule. I can't think of a game I could be more proud of having made than lbp2. bravo mm

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lucid

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