lucid's Recent Forum Activity

  • I'm not sure if it's only drag and drop conditions

    but it doesn't show the object name, so if you have 3 sprites that look the same

    and you have

    sprite 3 is dragging condition

    and sprite2 is dragging condition

    they'll look exactly the same

    the other thing is find and replace, i know it might seem rather ridiculous in such a tiny space

    but in the action windows, it would be awesome to have a find and replace feature

    sometimes there's a long expression, with several something.x's

    and I have to copy and paste

    and then go to every x, and change it to something.y's

    or there's a similar action for several different objects, and I just copy and paste the whole action, and I need to change just the object names in the expressions

    it happens all the time to me, I'm not sure how common it is for other people

    and lastly is highlighting the dropdown box area when accessing private variables

    when you're in the action window of some action, and you doubleclick on sprite2

    then choose 'get private variable'

    it pastes in sprite2.value('variable name') or something like that

    I'm not sure exactly what it puts, because for some odd reason

    today when I do this it says sprite2.value(value) with no quotes or anything

    but that's a separate glitch/issue

    I think it should start with the area between the quotes hightlighted and the dropdown box ready to go, since you're never going to want to leave it as is, and the only other way to get the dropdown box(that I know of), is to go between the parenthesis and erase the little single quotes, and then type a single quote. just a little thing that'd streamline the process

  • it's the same kinda thing you were doing with your ik walker thingy.

    animation synthesis is where animation is generated on the fly

    a biped is something with 2 legs

    so far, the animation synthesizer can create realistic animations for the legs based on speed, meaning if you set it to slow, it walks realistically, and as it gets faster, the animation becomes more and more like running. all you adjust is the speed. it's eventually going to automatically create animation on the fly based on variations in the height of the terrain, on fatigue, being influenced by outside forces, such as being pushed, and compensating for the lack of balance, push and pulling objects of various weights, slipping, etc. natural motion has the euphoria engine which does the same kinda thing:

    http://naturalmotion.com/files/Sig_05_Reel_Web_Large.avi

    it's pretty awesome stuff

  • the way you can split objects into categories like in hiddenfeatures2:

    they should be split up the same way in the object pane of the action window

    so if I want to find sprite2 so I can double click and access a property, I can find it by category

    also, that bottom pane where the objects are listed gets cumbersome if you have more than a few, and you have to scroll through it. it should be resizable, and it should remember the window size

  • I think it's a directx thing

    cuz on a side note, they also don't show up if you make a movie with Fraps

  • wow

    ummm...err...

    no seriously, I guess there's no way to report this bug and it probably doesn't happen often, but that wasn't there yesterday...also yesterday, the private variables that I added for the first time while setting their value in the set value function weren't appearing in the properties pane, and now they are there

    I swear. I'm not going crazy

    what day is it?

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  • it'd be useful to be able to make boxes checked at startup, I'm making a test environment where I have a bunch of controls I want to toggle on and off through checkboxes

    I want them all visible when you startup, and you can uncheck them to make them invisible. also, I wanted to make it, so you can check or uncheck 'all' and it will automatically check or uncheck the rest of the checkboxes. but there is no action to control the checking of a checkbox, so I can't do any of that.

    also, I tried to make an action where if mouse is over a button and left button is down something happened, since there is no "is pressed" action for buttons, and I wanted the button to continue to change a value as it was held. even though it lets me set these conditions for mousekeyboard, it doesn't acknowledge them

  • yeah, thats the one im talking about. its very easy to use, and i think it or something like it should be built into the next version. at first i thought it was awkward that it was an object with one action instead of a behavior, but it works out perfectly. now if i need to apply ik to 50 different objects, only some of the time, i dont have to keep enabling/disabling it or adding the behavior repeatedly. not having to bother with creating an ik function i have to keep calling, or learn python script got me from scratch to biped animation synthesis in a few hours, totally convenient, quick, and awesome like the rest of construct, so i think it should be part of it....besides, ive already seen several posts pointing people to it. it seems to be in demand,probably even more if more newcomers had ik explaind to them in a wiki...ill find the link later and post it here in case anyone wonders what im talking

  • And another thing

    the ik tool when integrated should allow you to adjust the angle where it locks and won't bend backward, and remove it altogether, that way it can be used to make tails and robot joints, and snakes, etc

  • I don't think that's much of a catch.

  • no, I've contacted valve about it recently (earlier today actually), but haven't gotten a contact back yet

    but you can still use all the steamworks services (like antipiracy) for free without selling your game on steam

    I'll post back when I get a response

  • Kay. Let me suspend reality a bit here and assume I can sell a game on this service.

    selling your game on steam isn't free

    steamworks is a separate suite of services, separate from steam distribution, one of which is antipiracy

    and why not? there are free versions of corporate antivirus software products, I can have a free library of pictures online, multiple gigs of free webspace, free online networking sites, free music distribution, free mmorpgs, there's alot of great stuff for free on the internet. we're all on a free messageboard where we can get free tech support from the developers of a free game creation IDE

    besides

    steam benefits from having a larger library of games connected to it. if people log in to steam for the first time to play your game, and see other ads, and end up buying other games, and telling their friends about steam, it's all win win. having some server somewhere generate something that gets downloaded alot is quite commonplace on the internets

    [quote:3o78fo9a]-Free multiplayer (how do you handle THAT with Construct?)

    it doesn't provide multiplayer, if your game already has multiplayer, it allows other players on steam to be aware you are playing and join you, either by joining the exact server (like valve's own team fortress 2), or simply launching the game, and letting your software do the rest (like valve's own left4dead)

  • The IK tool floating around that everyone knows about should be a part of construct. it's just the kind of 'wow, I can't believe I don't have to bother doing this' thing that construct is all about. if it could be integrated with bones and ragdolls eventually, where you can name bones and turn the into animation ragdoll and ik mode, that would obviously rule..

    also, this next one I'm not expecting to be possible, at least not anytime soon, but I would've said the same about bones period, or the physics behavior before I saw they were included, so here goes.. the main reason I haven't used bones, is because there's no timeline I can scrub back and forth, and visualize what I'm doing. without previews either, it becomes very cumbersome if you're trying to make a high quality animation. maybe it's because I have some digital animation background and I'm spoiled by animation software, but pressing preview before I can see how 100 frame speed going into 30 frame speed is going to look for some arm moving animation, makes the process much more technical than artistic. and since I'm making ridiculous requests, an easy-in-ease out feature for the keyframes where it starts faster, and slows down or vice versa would be nice, too.

    but yeah, mainly, the easy one. that ik tool floating around should really be built into .99

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lucid

Member since 16 Jan, 2009

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