lucid's Recent Forum Activity

  • davo said he was

    maybe now that python is in the buildin', in full effect, homey

    it might be trivial to get some joystick library imported?

    don't know haven't tried using libraries yet

    but I'm pretty sure there are some out there for that

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  • that is very awesome indeed davo

  • I have a few ideas for Construct 2. I have only a basic idea of how the compilation and parsing in construct works, so I'm not sure how difficult or plausible any of the immediate following is, but this would be awesome, and if any aspect of it is possible, it would be worthwhile. Also, if the SDK were designed so that creating a plugin that does any of the following, that would be just as good. I apologize for the wall of text, but I have alot of ideas, and it's better to get em out now, than after the groundwork is laid, so read this as your leisure.

    Debugging:

    • a debug mode where you could step through the event sheet. Event by Event, or tick by tick.
    • finer granularity of stepping down to subevents, conditions, and actions.
    • the ability step through python lines.
    • when cap is run without stepping, being automatically directed to the lines of python errors
    • rewind to the last action, condition, subevent, event, tick, or python line
    • rewinding to several levels
    • being able peek into variables, including private and global variables and python variables.
    • being able to pause the layout and drag and drop objects.

    data and variables:

    • object and object type variables
    • arrays of all current types, plus the object and object types.
    • arrays integrated directly with construct as opposed to a separate object the way private and global variables are.
    • global arrays of all aforementioned types
    • arrays being 0 - indexed, it isn't just about noncoder vs coder, there is alot of math that works on 0 indexing, especially when working with arrays.
    • a native way to create more complex data containers, that can contain other data containers and any of the previous types of variables and arrays,
    • being able to define these data containers for later iteration. being able to create arrays of these containers.
    • previously stated debugging ideas would apply to these data containers as well
    • being able to pick object variables in all the same dialogs as objects and families
    • being able to save any data container to an encrypted file, or load from
    • the ability to save different event sheets or layouts to separate files, to be loaded when the primary exe has started so there isn't just one large exe. This would also allow downloadable content to be automatically possible with no special provisions other than the ability to load them

    python:

    • a callback function (or something) to allow triggered conditions in python
    • search and replace
    • being able to export non python event sheets into python code
    • being able to import python into the event structure if python consists purely of ACE calls.
    • autocomplete for variables
    • right click: goto function definition
    • A way of creating edittime functions in python that can be accessed through the ACE Table like: (python example code) http://pastebin.com/m231b526e then being able to access an object bearing the name of the event sheet (where it is possible to access a system object) and use acetables created in this way
    • being able to define the tabs , and subcategories for ACE'd python functions within the ACE dialogues

    the previous features combined with the next would basically give any user the power to create plugins whether they were familiar with python, or event-exclusive users

    cap files,event sheets, and system actions

    • being able to do the same ACE related thing with events. Perhaps on special edittime event sheet you would have a way to define the ACE Table, to correspond with the variables(including object variables, and the other new ones) in the Special event sheet. then on the normal events sheets you could choose from these addition ACE table objects as well
    • search for all occurrences of an object in the event sheet
    • being able to copy and paste events and objects between caps.
    • a 'copy to new cap' option to be able to export selected portions of a cap and paste to a new cap as a shortcut to creating a new cap, and then pasting.
    • when copying and pasting between caps or to new caps,for objects referred to in any A,C, or E's:
      • the option to copy the object as well, if an object of the same name is present, to overwrite, rename, or skip.
      • the option to replace all references to each object with a variable, of the same name as the object, with the option to change.
      • the option to simply not copy the action, expression, or condition containing the reference to the object
    • System actions to modify the SOL in arbitrary ways like a plugin can
    • a SOL index for all object dialogues so you can specify separation of picking of a single object, for instance, assuming there is only one Sprite type and the index []: On Sprite[0] collision with Sprite[1] ----sprite[0].x=0 ----sprite[1].x=640[/code:2u1zdth9] like the family picking trick, but more direct

    SDK (including integration with aforementioned event and python ACETABLE features)

    • the way defining an equivalent python command in every ACE Table entry is a requirement is brilliant. I think the same should so of callfunction(), and getdata() in runtime. Of course it wouldn't be those two functions, but I think each plugin should be able to access and trigger all actions, conditions, and expressions of another type plugin the way python can. That way you can make plugins that enhance other plugins.
    • the sdk was designed to complete plug into a very modular c2, thus enabling any of the aforementioned possible through a plugin with the same seamless integration
    • all basic UI controls such as text boxes, drop down boxes, file dialogues, buttons, sliders, radio buttons, pop windows, etc to be able to easy add custom UI and dialogues for behaviors, objects, and any extra plugins created for the construct ide.
    • basic graphical elements such as line, point, icon
    • being able to create dialogues from construct layouts
    • being able to to use any of the aforementioned custom controls and dialogues for Action and Condition dialogues, and property panels

    construct ui

    • zoom in and out of event sheets and python
    • edittime z_distance
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  • I consider it clutter, too

    also, if you have several comments/suggestions, or related help questions, it's probably a good idea to put them in one larger thread. Even if you don't mind being the guy who has 5 posts pushing everyone's posts further from the forefront. You'll find you'll get more response.

    as for why the menu object is such a low priority

    it's because construct is a game creator, that has some application creation abilities

    completing the game related aspects of it is naturally the higher priority

    all posts could be eliminated if the developers had their act together and just documented their work correctly in the first place.

    while it's probably a good best practice to document features as you create them.

    this is a free program created by developers in their free time.

    as someone who's created some poorly documented plugins myself. I realize that in practice, you finish what you can, when you can. It would make no sense for developers to spend large amounts of time documenting something, when some of the documentation will have to be changed in future versions. I'd rather they race toward 1.0, and let the more than capable community add to the wiki. There hasn't been an overwhelming flood of wiki contributors.

    But perhaps one of the newer members of the community will see a need there, and fill it. There's also sdk documentation on the wiki, so you can create and document a complete and functional menu plugin if you so wished.

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  • the only way would be to

    write those event as python scripts

  • dont use bone movement, just use physics, and connect the bones to eachother using physics hinges. also, put all the bone sprites in a family, and for each one disable physics collisions with that family

  • indeed it does sound awesome.

    are the additions and changes clear enough

    that id be able to update future versions of the physics plugin with your code if the devs decide not to include this?

  • to use python with picking:

    http://www.scirra.com/forum/viewtopic.php?f=2&t=5305&p=42100#p42100

    it doesn't take much effort to learn python, either, especially if you know c++, or one of the major nonscripting languages.

    A few days ago I only knew enough python to be able to test the pyfix plugin., now I'm using almost exclusively python triggered by conditions, and I've grown completely comfortable with python. almost anything you need to know is thoroughly explained by the first google search result on it.

    being able to write real functions, to consolidate complicated series of actions, or create expressions, which can then be used in other expressions, enables you to exponentially increase complexity and readability.

    Also, being able to simply copy and paste my code to new caps in invaluable.

    for the more advanced users, especially, python is definitely worth learning

    combined with 's', I was able to rewrite by keyframe based editor I had originally been developing a plugin specifically for. I've gotten further along in less time. And this new version is much more robust and powerful. It's like the speed of event based creation, with the power of c++ plugin development

  • i posted it to the tracker already

    and informed david in chat

    I posted it here just so other people could say stuff like

    "it works fine for me"

    or "it's not just On Startup" it's also...etc. etc..etc..

  • it starts to get messy really quick with python scripts and actions mixed on the same event

    it would be helpful to have the little plus sign to collapse/expand individual scripts

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lucid

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