lucid's Recent Forum Activity

  • I'm probably only bringing up old news, as I just downloaded 99.3

    and when I rotate sprites in the editor at

    certain angles (from sprite starting position, anything past - 45 to -180)

    it falls out of it's bounding box

    it doesn't seem to affect the runtime

    only in the editor

    <img src="http://files.getdropbox.com/u/1013446/New%20Folder/CustomKeys/Capture11.PNG">

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  • thanks ash

    1. Eh, it'd be difficult, you'd need changes to the Sprite object really. What do you want to do?

    two things, first for the bitmapped text object (sprite lettering), I was hoping to let the user setup up a text box, so the text display would be limited to a rotatable box,

    like a traditional text box, if the text was longer than fit into the box it could be partially obscured or not visible, and then they could scroll text across to bring it into and out of visibility like a scrolling marquee

    the second was for my personal plugin project, I wanted to be able to setup complex distort map functions that constantly update sprites. I suppose it's possible to do with events, by having the plugin have distortion specific expressions, and then "always" - set distortion to those expressions, but that's a little messier than the way the rest of the plugin works,

    and as far as the first usage, (with the scrolling text box), that plugin is for widespread use, and I'd prefer not to make the user have to take extra steps to make the plugin do what it's supposed to.

    [quote:28kdgq8t]

    2. There is no "left corner". Do you mean the top left corner or bottom left corner?

    yeah, I meant to type top left

    [quote:28kdgq8t]

    Of the sprite box or the bounding box?

    I don't think I know the difference

    [quote:28kdgq8t]

    What's wrong with the code you posted anyway?

    nothing, but if there was a function that returned the topleft corner, I would rather do that

  • 1. change sprite distort map info through another plugin? given a pointer* to a sprite

    2. get top left corner of sprite through another method besides object->info.x-object->info.hotspotx, object->info.y-object->info.hotspoty?

    3.get imagepoint location?

    4.set the current animation frame?

    5. and what is hotspotangle?

  • Dude! nice!

    Okay my requests for bitmapped font (brace for wall-of-text):

    -Unicode support! I need �'s and ����� and I'm sure others will need other codes. Unicode is nicely mapped too so it's no biggie I think. Just index using UTF16 as a key.

    ok mad, or anyone who reads this first, and knows the answer

    tell me how people normally input unicode characters in game, and this shouldn't be a problem at all.

    I tried googling this, but the codes I input using the first method or two I found don't seem to correspond with the unicode characters I expect them to

    so yeah, who knows how people who give themselves all L33T names in games normally input the special unicode characters not on the keyboard.

    thanks, and btw, the actual coding has begun, I will probably post a few alpha exe's as I go along

  • thanks ash

    this didn't seem worthy of it's own thread,

    but is it possible to make a combo parameter have "|" in one of the choice names?

    for the bitmapped text, I want to include the entire ascii set as possible characters

    but since | separates the options, I think I might just have to write "or" or something

  • feature films are 24 frames per second, including disney movies

    watch a dreamworks 2d animation like Prince of Egypt or Road to El Dorado, and look at how the motion blur adds to the fluidity

    or watch Gladiator or 28 Weeks Later, and notice how the blurless highspeed camera used in action sequences gives reality itself an unnatural feel.

    Little Big Planet is a perfect example, if I'm correct that game is locked at 24 frames, or maybe 30.

    It has motion blur. It completes the realistic look. I would rather it be locked at the lower frame rate with the motion blur, than be at 128 frames per second without it.

    it's a subtle effect, but it makes all the difference in the world when it's the effect you need

    besides. the whole point of this thread is to discuss the possibility of a less costly motion blur technique

  • long ExtObject::cMyCondition(LPVAL params)

    {

    if (x==5)

    {return true;}

    }

    ok,

    so

    without any flags, the event sheet would go in order, and when it reached a cMyCondition if x was 5, it would return true and perform the actions, correct?

    triggering triggers the condition at any time, and not just in linear order?

    if so, what's the difference between triggered and fast triggered?

    inline void CRunObject::TriggerEvent(int cndIndex)[/code:2vg7fj7u]
    after adding the CND_TRIGGERED flag to the ACE,  I suppose I use TriggerEvent for triggered in any ACE or custom member function, but what do I put for cndIndex
    and how would I trigger a fast trigger
  • But is it worth killing the FPS?

    Theoretically, it seems like this technique would be both faster and provide better image quality, though I'm certainly no expert on it. Would this be a possibility in construct 2?

  • it works fine for me, although I had to change it to text, and add a default value

    <img src="http://files.getdropbox.com/u/1013446/New%20Folder/CustomKeys/CaptureRoom.PNG">

    I just changed roomname to text and typed "hello" next to roomname and it worked fine

  • would you be able to load an external image during runtime?

    yes, but you will do that by changing the sprite.

    the bitmapped text will act kind of like a behavior on the sprite you choose, but logically, it makes more sense as an object.

    Please! spacing specified by character PAIR as you wouldn't place AM the same distance apart than AV

    that's kerning, by character pair!

    I'll look into that, but if so it would be basic, something you can setup with an action, like "override spacing for character pair" action, and then all future spacings in that cap would be overridden. I'm not writing Microsoft Word here

  • Motion Blur is nice, but it's really just a gimmick. It's not going to make the game any more fun if it's turned on, and it's way too intensive to be played by casual players. Most people get into indie games because they just want the core game play and originality witch was present in earlier eras. IMO most games these days care mostly about graphics and looking as hot as possible.. Just gimme a new n64 Zelda or Snes Mario and i'll probably be playing them a lot longer than Gears of War.. I'm not saying that I loathe all new games, just trying to get the point across that indie games are part of a completely separate universe in which I care nothing for high end graphics. Pixel art, 8 bit sounds and chiptunes ftw.

    not for me, I play indie games for the originality, and the price

    I can buy an indie game just to try it

    the pixel art, chiptunes thing you like is a matter of personal taste

    both braid and world of goo are way ahead of what was possible on those systems

    personally, I don't want to make a simulation of an 8 or 16 bit game.

    I want to make the experience as immersible and visceral as possible.

    2d was left behind when fast 3d became feasible. Construct is a vehicle for elevating 2d to current gen, where people can say," wow, that game looks amazing!"

    thomasmahler's project is a perfect example. why would we not want awesome graphical effects at our disposal?

    besides, motion blur is one of the least gimmicky effects I can think of. the lack of it has been an obvious visual flaw in animation since the original king kong and godzilla claymation scenes

  • my money's on the counter, under the paperweight

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lucid

Member since 16 Jan, 2009

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