lucid's Recent Forum Activity

  • you can usually reference that object, and use that object in certain ways after it is destroyed but before the next tick

    for instance you can destroy a sprite, and then tell the same sprite to spawn another object

    I haven't personally tested all the instances where this works, and what types of actions, conditions, and expressions still work until the end of the tick

    but I believe ashley said that this will not be fixed in Construct 1,

    because it is deeply entrenched in the picking, or event logic

    after the tick, the object is completely destroyed in RAM

    so, it's not invisible or off-screen, it's really gone

  • normally I can do

    pRuntime->SelectAll(MyObjectType);

    pRuntime->Select(MyObjectPointer);

    to select a particular object assuming that MyObjectPointer points to a specific instance of MyObjType

    if I want to select MyObjectPointer as a member of a family of type MyFamilyType

    would it be

    pRuntime->SelectAll(MyFamilyType);

    pRuntime->SelectF(MyObjectPointer,MyFamilyType); ??

    also, what would happen if I tried to do:

    pRuntime->SelectF(MyObjectPointer,ADifferentFamilyType)

    assuming that MyObjectPointer was not a member of ADifferentFamilyType, or that ADifferentFamilyType pointed to a different object type

    also, is there a way to add an object to a family via a plugin?

    either during runtime or edittime

    meaning that I have a pointer MyFamilyType, and MyObjectPointer, which is not a member of that family

    and I can add the object to the family without the user doing so manually?

  • where is the system ace table?

    like which file?

  • if you set it to 0 before you do the for each condition each time it will be 0 if its not there, and 1 if it is,

    regardless of what the condition was in the last tick

    also, for what you described, the "is overlapping at offset" condition might be more appropriate

    and would be much simpler, though you'll have to use the family trick

    for instance

    box is overlapping "boxfamily" at offset x=0,y=-5

    make box immovable

    you have to do this with a family,

    as in : Box is overlapping Box

    it will think you want both boxes to be immovable

    so by separating the condition with a family, it understands the boxes you are overlapping

    are not meant to be picked for the actions

    example:

    drag and drop boxes

    http://dl.getdropbox.com/u/1013446/boxthing.cap

  • private variable ('anybox')=0

    for each box

    ----if box at x

    --------if box at y -----anybox =1

    if anybox = 1, that means there is at least one box there

    else, no boxes are there

  • I always just open add sprite

    use the fill tool, turn the blank square into a colored square

    then stretch it out to a rectangle in the layout editor

    and clone it a bunch of times

    I know it's not as convenient as what you're saying

    but the whole process takes less than 15 seconds

  • that looks really cool nowon and eamy

    I like the weird atmosphere you have there eamy

    nowon, the tank models are awesome

    you should add drop shadows on the ground of stuff

    and the explosions are nice

  • what does "broke everything" mean?

  • its very difficult to figure out what you mean from this post.

    you need to explain what you're trying to do, and what you're trying, and what's happening in a way that makes sense to someone not looking at your screen. your post is more of an expression of your confusion and frustration than it is an informative explanation of the problem.

    for starters though. you can zoom in using the zoom actions in the system object (automatically included in your cap)

    you can scroll to your object using the Scroll to Object action, also in the system object

    it sounds like you might be trying to make the background move instead of your object, but thats not worth explaining if thats not what youre trying to do.

    could you please clarify your problem, so we can better help you?

    also, if youre afraid of messing up your cap, just save it again under a different name, and then you mess it up all you want and even save it, and youll always have your old backup to go back to if you need it

    trying stuff out and making mistakes, and learning from them is the best way to learn

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  • see my post near the end of this thread

    theres a long explanation, and an example cap:

    scirra.com/phpBB3/viewtopic.php?f=2&t=4169&start=10

  • update for yall

    ive done a little research, and it seems the intel should be equivalent to an amd x2 6400+, for various reasons.

    also, i'm going to try and hold off for a little bit, because nvidia/ati are planning to release their directx11 cards between late september, and late december.

    i was really looking forward to a power boost...but its probably a dumb idea at this point

  • instead of using on-control, or controldown

    you can use 'Always', and the 'GetControlState' expression in mouse/keyboard

    (I will also add it to my custom controls plugin, I left it out by mistake)

    for instance,

     Always-Set Velocity X to  GetControlState("Move Right") * 10[/code:12uw5klu]
    Get Control State returns a value between 0 and 1
    also, many behaviors automatically set the speed depending on the 0-1 value
    
    also, if you want to set up your actions more similarly to how you said
    you could use the system-compare condition
    if GetControlState("Move Right",1) is greater than 0 - Walk
    if GetControlState("Move Right",1) is greater than 0.5 - Run
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lucid

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