lucid's Recent Forum Activity

  • Still, if you have some money to forkout (I think its between $75 to $100) I reccommend FL Studio. Simply the best (in my opinion) DAW around.

    yeah, even despite it's great reputation, I still think FL Studio is one of the most underrated and underestimated DAWs around

    it can do ANYTHING you'd want sonically. And everything is so intuitive with FL Studio once you learn it. The way you add effects, route tracks, arrange or record midi notes and controls, create beats, split audio, make loops, arrange songs. Everything is perfect. People put it into this loop creation category along with ACID. It's much more than that, although I haven't used anything that can hold a candle to FL Studio's loop creation interface.

    but being loops to music creation and recording:

    I've used everything from Cakewalk Sonar to Protools. FL Studio is what I use for everything, from Drum N Bass, to recording actual Rock Bands, to remixing songs, to straight Classical Music.

    The plugin architecture is beautiful, and it's insanely fast.

    I can have a track with hundreds of samples triggering together, along with DirectX instruments, EastWest simulated orchestral sounds streaming off the hard drive, all with their own individual dx effects on them, with nary a stutter in performance. The experience is exquisite. It's like pure music creation with no interference from the interface.

    I thought it was perfect back in version 3, it's on 10 now, and it's been improved vastly with each new version.

    as an added bonus. When you buy it you automatically get all future versions for free.

    It's a beautiful thing.

  • http://dl.dropbox.com/u/1013446/faceadjustments4.avi

    quick little animation of my avatar

  • I'd post some work here, but I'd jack the thread I reckon.

    jack it then, CopOutBoy...it says his and yours

  • very awesome looking,

    and uh... fellow anime studio user here

  • Yeah, very interesting concept, but can that be done with out scripting?

    Also wouldn't that require an additional editor?... A behavior editor?

    it can be done without scripting. If not an additional editor, but maybe a separate tab, or something to indicate you're in behavior mode, or function mode. And a specialized VariableObject, and maybe a Parameter Variable (in addition to private variables and global variables).

    it wouldn't require scripting though. Once you indicate the number of inputs and outputs and what they are, you would proceed creating events as normal, in place of actual objects, you would choose these variable objects, but it should be done in the exact same way as normal. you could access and change parameter variables as you would private or global variables. When you were done, it would run as a normal event sheet, but plug in the objects and numbers(or strings, or arrays), the user chose.

    It'd really be insane the amount of power C2 would have once the userbase started contributing. Think of all the neat tricks that have been shared via caps in the past. If you could add all those as actions, or conditions, expressions, etc, especially if you could click an icon in the corner of the action, and either change it for a single instance, expand it to regular events, or make a change and save it as your own version more tailored to the needs of your project.

    I think if this feature is added, these custom behaviors, which doesn't seem like a completely accurate name, but in any case, they should be taggable, in the hopes of eventually being able to upload them all to a central searchable database.

  • I think users should be able to script behaviors with event logic. Where you specify inputs and outputs, as you said. The inputs may be objects or types, numbers, or strings. Once you've created your function however. You should be able to call it like any normal action/expression/condition. Through the same menus and dropdown boxes. I think an interface like this would make for a more usable, powerful, and streamlined function object. The initial creation would allow/require the user to add captions to each input. Now when it's time to use the functions, it would behave exactly like a built in behavior, except for the behind the scenes stuff. I think there should be a separate type of file that can be exported/imported specifically used for scripted event behaviors. Also,The community could work together to create a huge library of these scripted behaviors. quaz's 3d rotation is an obvious example. Aside from the sharing aspect, it would make it possible to create much more complex projects.

  • I would suggest predicting where the ball and the opponents paddle will go using interpolation, and fixing any discrepancies whenever the next bit of information comes in. The ball should follow some pretty straightforward rules of motion and bouncing, so the predictive algorithm wouldn't be too complex. I think most action internet games have some form of prediction.

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  • that's correct.

    you can still use python though, with the python() expression

    Sprite - Custom Movement - Set X Speed to:

    python("myspecialequation(1,5,x,y)+math.cos(12)/Sprite.Width")[/code:2c7nxwqa]
    
    if it gets messy, or you want to tweak it alot:
    an alternative is to set a python variable:
    [code:2c7nxwqa]XSpeed=myspecialequation(1,5,x,y);[/code:2c7nxwqa]
    
    Then in the event sheet:
    [b]Sprite  -  Custom Movement   -   Set X Speed to:[/b]
    [code:2c7nxwqa]python("XSpeed")[/code:2c7nxwqa]
    
    for retrieving the value of Sprite[CustomMovement].XSpeed, the only thing I can think of is to set a private or global variable to Sprite[CustomMovement].XSpeed just before the script in the eventsheet, then using the variable in your script in place of the expression
  • what if you end up being the only guyon here

  • valve silently released a patch recently that slightly changes the ending to portal to set the stage for the sequel

  • thanks everyone.

    That Alien Skin fur is distracting

    good eye, 6Fix!

    That is indeed Alien Skin fur.

    I hope you are making this animator thing into a plugin still...

    For now it's going to be my in-house engine for this game.

    Technically it will be a plugin though, because I want to have alot of creatures on screen at any given time, and after 3 or so it's too many python commands per tick and the interpreter can't keep up, so C++ it is. for anyone considering using python, don't let this detract you though. it's an insane amount of operations. (over 1000 per creature per tick). The same amount of events or actions in construct would slow down the runtime as well

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lucid

Member since 16 Jan, 2009

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