lucid's Recent Forum Activity

  • new plugin to use directinput mouse movement detection to save yourself the trouble:

    http://www.scirra.com/forum/viewtopic.php?f=2&t=7111

  • this is a plugin for detecting mouse movement, (not just changes in screen coordinates) through directinput

    download

    two expressions: x and y

    the amount of pixels the mouse was moved in x and y respectively

    this detects actual mouse movement, as opposed to actual screen coordinates, this means you don't need to hijack mouse control from the user, if you move the mouse to the edge of the screen it still detects mouse movement

    also there is one action to make the cursor invisible

    this is different than the regular make invisible that comes in mouse keyboard

    this will make the cursor invisible even if it leaves the window in windowed mode

    don't worry though, if the user alt tabs, or otherwise changes focus, the mou

    se cursor will return

    but it doesn't let the user accidentally lose focus by clicking outside the window

    also, I think this plugin will be useful for having in game cursor speed control, because it uses the raw mouse data, which I believe is taken before it's processed by user set windows pointer speed settings(though I haven't tested this yet)

  • It's possible to support many runtimes. I'm not sure what you mean by "transferring behaviors universally to new runtimes". Traditionally porting the runtime to a new platform involves writing a new runtime, a new plugin architecture, and a whole set of plugins which are functionally equivalent to another platform - all in all, a lot of work. I don't anticipate that we will have the resources or volunteer interest to complete more than two platforms in the forseeable future. Long term, this may change though, and by designing in a flexible architecture that anticipates multiple platforms, this can be made much easier when the time does (eventually) come.

    I see. I thought part of the extensibility would be one more layer of abstraction, so all behaviors at least would work with at most a recompile on anything that supports c++

    So the plugin source for a c2 plugin might say something like:

    setobjectXY(objectname,50,100)

    And the definition for setobjectXY wouldn't actually move the object, it would serve as an interface that would merely pass on the information to the appropriate runtime implementation of setobjectxy

    Runtimes would be required to have a certain set of object position,dimension,orientation,destruction,and creation callback functions that would do the actual movement, and the same behaviors could be used for all runtimes

    Is something like this possible, I know at least dx,mac,linux,android,and xbox can use compiled c++

  • Hey ash, what you said about the feasibility of alternate runtimes in this thread.

    Does that mean the extensibility and flexibility to port to multiple runtimes you originally thought is not possible afterall, or do you just mean the differing featuresets of different platforms will make impossible for perfect alternate runtimes?

    Its probably a bit premature to speculate on everything, but I had assumed that once a sprite plugin was made for whichever platform, the behaviors would transfer fairly universally for new runtimes, and little else. Do you still think its possible for user created runtimes for platforms as diverse as android, ps3, etc?

  • no prob, there was a mistake with my last cap though,

    shadows should grow longer the closer the sun is to the horizon,

    skew should also grow less pronounced the further above it is:

    http://dl.dropbox.com/u/1013446/fluid/fs.cap

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  • I'm afraid that this affects your above plugin's function as well, Lucid, though I really like the idea.

    if he only needs store the objects python index temporarily this should work fine, which I assumed was the case given his bob example

    however, if he needs to store many instances long term, you can already manipulate large arrays of objects using python with s

    also, btw arsonide, if you just want to create the object and assign it all the various dimension, position, information etc, I could just add that to the create function, so you don't have to worry about storing instance data at all

  • Lastly, what exactly do you mean by "Event-written behaviors/plugins/modules"?

    Krush.

    I believe he means,

    Being able to make your own behaviors/plugins through events

    it would be kinda like the function object, except instead of awkward function calls, after setting up all the events, you would click through your own custom object or behavior without having to make a plugin, you would call expressions conditions and actions just like the regular built in objects, and by modules I think he means

    so if someone like quazi could make a 3d engine out of these special events, he could share it on the msgboard as a module, a plugin basically but made out of events in constructs

    then you could use this in your cap, and instead of seeing the crazy mess of events and such

    you would just see regular actions,conditions, etc, that come up in the same dialogue boxes as usual

    and behind the scenes it would be doing all the events he had set up

    this was one of my votes, btw, along with better instance picking and custom data types

  • nice

    to make it more versatile though, you might want to change it so instead of rotating the shadow when you press the button, it rotates the shadow to "always" be at some angle relative to the sun

    here's an alternate version with skewing instead of angling: (drag and drop sun)

    http://dl.dropbox.com/u/1013446/fluid/fakeshadow2.cap

  • I was annoyed that the pyfix plugin didn't work for this, so I made you another one:

    http://dl.dropbox.com/u/1013446/pycreate.rar

    (plug and example cap included)

  • I don't think u need the object()

    Also, I believe the py plugin which allows you to use picking data in python might solve this problem for you,

  • are you using play song or play sound to play songs?

  • I think the reason you're being met with such resistance, is because it's a tradition here at scirra that dates back to the...

    ok, no, but seriously, this is about the 2,000th "please help me make my game" post. There's nothing wrong with that in and of itself, but over time there has developed an unofficial, but fairly consistent, and generally agreed upon set of standards by which the people who've been here believe a potential collaboration should be evaluated. Reading through the posts, I can see how it probably seems everyone's jumping down your throat. Basically though, I think what everyone's trying to say is that anyone skilled enough to help you, can get to the point you've gotten by themselves in a fairly short amount of time, but with a game completely tailored to their tastes in every way, with their own terms as far as how much money they might want to make, and a level of absolute control over the project.

    So what you're offering is to take away full control, take away the possibility of financial gain, to help you create Your vision. It will probably be a tough sell, but nothing to feel like an evil overlord about. And don't hesitate to ask in Help/Tech Support, some of the dead ends that made you turn to asking someone else to do it for you might not be as bad as they seem. Asking in the forums for advice on how to make an inventory/combining system would probably yield better results than chat, there are plenty of people here on the level to help you, and although I consider myself fairly skilled with construct, sometimes the simplicity of other peoples' solutions surprises me. So basically, as hard as it seems to get up to speed in Construct, it'll probably be easier than finding a lead coder or tutor. If you showed a storyline written by orson scott card, and artwork by hr giger, I'd probably hop on, but in the meantime it's your baby, and most people are already busy with their own.

    good luck though

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lucid

Member since 16 Jan, 2009

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