lucid's Recent Forum Activity

  • it's not coming along yet manontherun

    I'm working fulltime on my personal game project from now until I get the editor fully working

    then I'm going to fix all the reported bugs for Custom Controls, and FontSprite

    then I'll make this

    it's not a matter of if it works to be honest though

    it will work, I just need the time to program it

    and I don't have it at the moment

    but all the needed elements to make it work on in there in the sdk and construct itself

  • it sounds like the year old thing is unnecesary, since year.old will always equal year-1

    but there's nothing about what you said that sounds like it shouldn't work

    we'd need to see your code to see why it's not working

    you can post a cap

    or post a screenshot and black out the unrelated actions if you don't want people to see your code

  • a soft drop shadow with alpha shapes instead of bounding box would be pretty

  • ms visual c++ only

  • <img src="http://dl.getdropbox.com/u/1013446/New%20folder%20%284%29/20824239.jpg">

    <img src="http://dl.getdropbox.com/u/1013446/New%20folder%20%284%29/907066279.jpg">

    here is a working example of calling a function with a parameter

    and using that parameter to return a value:

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

    <img src="http://dl.getdropbox.com/u/1013446/New%20folder%20%284%29/Capture.PNG">

  • any examples of your work?

  • also, the python commands to do construct actions

    are usually guessable like

    to set the angle of a sprite with events

    you normally double click "Set Angle"

    and I believe the python command version of that is "SetAngle"

    if you're having trouble guessing a certain command

    ask someone, there is an equivalent python command for every action, condition, and expression,

    including plugins that have been made by users, it's built into the event code to require a python equivalent command.

    also, if you're particularly adventurous, you can look at the source code of an object to find the command:

    http://construct.cvs.sourceforge.net/viewvc/construct/Plugins/

    go into a plugin directory,

    some plugins have a duplicate that say "aced"

    for instance, there is a 'mouse/keyboard', and a 'mouse/keyboard (aced)'

    if it does NOT have a duplicate that says "aced"

    you check the ACEtable.cpp file,

    for the one's that do, you check the Main.cpp file

    when you get into that file, you can see all of the actions, conditions, and expressions,

    example:

    ADDPARAM(PARAM_OBJECT, "Object name", "Name of the object");
     	ADDCND("*On collision with another object", "Collisions", "On collision between %n %o and %0", &ExtObject::cOnCollide, "OnCollide", SOL_MODIFIER);[/code:2h009qrx]
    the only thing you're interested in is that last thing in quotes for each one
    in this case "OnCollide", would be the python equivalent of the "On Collision with another object "condition of sprite
    
    or in this example:
    [code:2h009qrx]ADDPARAM(PARAM_OBJECT,"Object","Select the object to fire out.");
       	ADDPARAMDEF(PARAM_VALUE, "Layer", "Layer name or number, to create the object on.", "1");
      	ADDPARAM(PARAM_VALUE, "Image point name or number (optional)", "Leave 0 to use object's position, or enter an image point's name or number.");
        	ADDACT("Spawn another object", "Creation", "Spawn object %0 on layer %1 (image point %2)", &ExtObject::aShootObject, "SpawnObject", SOL_MODIFIER);[/code:2h009qrx]
    
    "SpawnObject" would be the python equivalent to the "Spawn another object" action of sprite
  • doesn't seem to be working ashley

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

  • thx ashley

  • thanks link

  • I guess a few experiments would suffice, but someone else might already know.

    can you make a tiled background type repeating texture on a sprite using uv distortion

    without having to double up 2 vertexes at the same point?

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  • wasn't thtere a way added to make it so sprites load into vram at the beginning of a layout, or all through the game or something? I thought it was already added, or was it just planned?

    if it is in there already, how do you do it?

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lucid

Member since 16 Jan, 2009

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