lucid's Recent Forum Activity

  • including parts I'm bringing from this pc: (pro sound stuff, monitor,1 hd):

    AMD Phenom II X4 965 Black Edition Deneb 3.4GHz Socket AM3 125W Quad-Core Processor

    Radeon HD 5870 (Cypress XT) 1GB 256-bit GDDR5 PCI Express 2.0 x16(SAPPHIRE)

    8GB (4 x 2GB) 240-Pin DDR3 SDRAM DDR3 1333 (PC3 10600)(G.SKILL)

    25.5" 2ms(GTG) HDMI Widescreen LCD Monitor(ASUS)

    2 TB (2 x 1TB) 7200 rpm hard drives

    emu1820m soundcard:

    <img src="http://www.onetonnemusic.com/mt-static/archives/E_MU_1820M.jpg">

    this case:

    <img src="http://dl.dropbox.com/u/1013446/case.PNG">

    <img src="http://dl.dropbox.com/u/1013446/case2.PNG">

  • yeah, no time soon though,

    hopefully david will do it so I don't have to go learning dx stuff

  • my ps3 has an account on adultfriendfinder

  • thats great news deadeye

    seriously, the final look of my game would be severely compromised without this effect

  • I'll explain how to use it if anyone can tell me it works at all

    put the effect on this sprite:

    <img src="http://dl.dropbox.com/u/1013446/squares.png">

    and tell me if you see anything at all

  • don't forget custom controls plugin, by lucid

    I did, until deadeye reminded me

    and I think they were both linkman

    but the ik plugin, and the orbit plugin,

  • it's done, and stable, dead, but I was thinking of adding dx controls later

    umm...maybe I guess I could move it now, and add those features and rerelease it?

    yeah I guess that makes sense...gimme a little bit though....gotsta spend my tax return first

  • nah

    it doesnt work anyway

    i have pixel shader 3.0

    and davo gave me step by step instructions in chat and i couldnt get it to show anything on screen, neither could anyone else in chat that day. he said he wasnt sure why it didnt work.

    not sure why he released it though.

  • my bad brother

    I didn't even realize you were able to change slot numbers with q, so I had it always overwrite on the first slot...this works:

    http://dl.dropbox.com/u/1013446/saveexample2.cap

    also, when adding stuff to an array you don't specify the index in the array address, I wasn't paying attention when I did that, you specify the index under "where"

    <img src="http://dl.dropbox.com/u/1013446/saveexample.PNG">

  • We'll make Construct 2 with OpenGL, but we're not going to change Construct 0.x yet.

    whoa really?

    no dx at all? or just an alternative renderer?

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  • those looking for info on the new debugging feature check out the post just before this one

    Kayin:

    k, first problem, is in Start Of Layout, you added "x" to {"save","general"}

    but you never created the super array "general"

    for the remainder of the cap you're doing {"save","general",global('slot'),"x"}

    this will work if you add multiple "general" supers, and you want to access each one

    which now that I think about it is probably what you wanted to do, however,

    in the update to your example posted below, I have one "general" super, with many possible numbers in the "x" array:

    http://dl.dropbox.com/u/1013446/saveexample2.cap

    read up on super templates if you want to use default supers, they work a little different than everything else, and caps should be planned accordingly.

    btw, just for general info's sake, when you attempt to add an array to a super that doesn't exist, it adds it to {""}, I haven't tested it yet, but I believe this error will be caught by the new debugging features.

  • I'm too lazy/busy at the moment to update all the links

    this is the latest version of 's'

    http://dl.dropbox.com/u/1013446/s/sdebug/s.rar

    there are some more added features and bugfixes I won't document at this time

    if you have any questions how to use something new though, please ask, although you may have noticed my answers are getting slower due to my current development/time management situation.

    anywho, the particular reason for making this current update public are the new debugging features.

    3 new actions:

    • set debug text output path.
    • set/add debug text.
    • clear debug text.

    set debug text output path, sets the output path and filename of the debug log. you can set whether or not you want the file to automatically launch the debug file when an error occurs, if you set this to "yes", and your file is a text file, such as "c:\users\you\desktop\debug.txt", this will load the debug file in notepad as the error occurs

    set/add debug text, let's you set your own text to go in the debug file, there is an option to either set the text, which clears all text, and sets it to the string you choose, or append, which will keep the current text, and add the string you choose to it. This is very useful for determining where an error occurs. For instance

    -**Start of Layout**
    ---SET Debug Text to "Start of Layout"
    ---Do whatever
    
    -**On Left Mouse Clicked**
    ---SET Debug Text "Left Mouse Clicked"
    ---Do something
    ---**Mouse is Over Sprite**[/code:3345ha65]
    ------APPEND Debug Text "Mouse over sprite"

    ------Do something else

    if a crash occurs now it is easy to determine in the log where the crash occurs

    Clear Debug Text simply clears the debug text, you usually will not need this, since Set Debug Text will clear it for you.

    's' is extremely stable, and doesn't crash unless there is a user created error. even if I added code to prevent the crashes, it would still mean that you would not achieve the desired result you were looking for, and would require a massive rewrite that would probably reduce the efficiency of the current code.

    as of now the debug does not log errors that are related to trying to access an object that has been destroyed.

    using these new features today, probably saved me a few weeks work from what it would have taken without the new debugging features...

    finally, kayin, sorry for the late reply, I'll take a look at that now

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lucid

Member since 16 Jan, 2009

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