lucid's Recent Forum Activity

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    > Sure there's some bugs and workarounds that are needed, but Construct Classic is ready for making almost any (2D) game you want with it.

    Current functions is enough to create a simple games, but not enough to create a serious, complex in structure 2D games.

    while some of the most exciting projects are still in development, I'd say you're completely wrong on this point. Cc is more than functional and powerful enough to make any 2d game. loot pursuit, yokai, my mantis demo, zotged/daiz's unnamed(?) title, minitroid, towerclimb, and many others look as good as if not better than alot of(most) toptier 2d games, definitely good enough to compete with steam's indie 2d offerings. It does all the dx boiler plate code for you, as fast as can be expected. Over 1000 sprites on screen each moving and detecting collisions without slowdown, pixel shaders, distort maps....I completely disagree with you on this point. I can't think of a single 2d title that couldn't be done in cc, aside from multisprites as seen in Shank and CastleCrashers and skinned bone multisprites as seen only in Rayman Origins, though both of these features will be available soon(the former sooner than the latter) upon release of/eventual update to (shameless plug) Spriter.

    lucid

    I understand what you mean. It's so obvious. But the project is being developed too slowly. And in any case this is not the best way of development. Therefore, it's could be described as a kind of "death".

    I think as Ashley gets further into c2, and more used to CC releases, it would only speed the process.   In any case, anyone who wants to join up and help is free to.   If you know c++, its very easy to work with the sdk, and make changes. I disagree with you on this deadness as well. A completed release awaiting building, and another begun before it's even released is far from death. Also, shameless plug here, but when spriter 1.0 releases, it'll be coming to CC first, and I think that will breathe new life into it, let alone when the c2 plugin comes out, and people can create assets that load in html5 and cc exe's, opening the possibility to have an experience shared between the web and desktop.

    Not to beat a dead pony, but I just want to reiterate the first point again. Cc is THE most powerful 2d game creator, and the easiest to use, a too-good-to-be-true combination. Mess around with it, ask around in the forums, and save frequently, then see if you can find a single limitation keeping you from making the game you want.

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  • *sigh*

    this is like the 80th thread/post like this

    not your fault, I know.

    no, it's not dead. I and others have completed the next version. here's the changelog:

    <img src="http://dl.dropbox.com/u/1013446/forumhelp/Capture5.PNG" border="0">

    Ashley is the only who can build CC, and he's very busy with C2, being the sole developer for that.

    there was a problem with the original attempt at building the next version, and after the rebuild, I requested a second rebuild when I found a problem with one of the new features. Ashley had just reformatted his machine, so this required him to setup all the CC building software/configurations.   I suppose that Ashley has been busy since then. I would say to expect it any day now, but in previous threads, the word "soon" or the words "any day now" have received a less than favorable response, as they have been tossed around since late november.

    So in all honesty, I have no idea when it will be released.   However, Ashley has repeatedly assured me that as soon as he has the time he will release it, most recently on January 23rd. Also, on the "not dead" front, I've already begun the changelog for R3(still very tiny).

    I don't require money to continue developing or wanting to develop construct classic, however there is a fundry account for construct classic to request new features/fixes, that would definitely be a good motivator to add or fix things. As I've recently switched over to full time development, so, like Ashley, I need to focus on work that has the potential for profit, though I still try to make time to do the CC thing regardless. If anyone decides to go the fundry route, I will say that while all of the(3 or so) people still developing CC, only one of us(rojohound) owns the Prof-UIS library required to make changes to the IDE(the editor) itself. The rest of us can make changes to the runtime, and to plugins.   

    There's been one fundry request thus far, and a single contribution to an animator I was working on, but it's planned as a commercial project, so I can't use the fundry for it.

    so.. just wanted to reiterate - CC is NOT DEAD.

    the R2 changelog is comparable in size to the R1 changelog, and work has begun on the version after that.

    thanks for your interest!

  • I'm not sure if you're asking for more help, but

    any additional icons that represent higher numbers would use the same technique, just replacing the images, and the numbers with the higher numbers they represent

  • not sure what you mean:

    30+30+30+6+1+1+1+1=100

    I think you mean you don't want it to show more than 6 across

    in which case, is it just supposed to stack them up? or are there ones that mean more than 30? I've never played the game.

    either way, I'd need more information to make it do something else, I was just giving an example of how to represent the numbers in that puyo form

  • your cap is a little long, so I'm just going to do a little guesswork about what might be wrong, if you want to meet in chat, either i or someone else might be able to provide specific suggestions to try out.

    1-when you switch to "hurt" animation, make sure to do "play animation" afterward. it sounds like "standing still" might be a 1 frame animation(?) that isn't playing, and so animation is stopped.   Also you should have an event that when the animation is done playing to set the animation back to standing still.

    2-

    [INVERTED]EnemySpawnBox - Is On Screen

    ----System - Every 5 Seconds -

    -----------EnemySpawnBox - Spawn Object - Enemy

  • here's how I would do it, not sure if this will apply in your situation. You could actually make a much shorter version with the same technique, but the shorter the cap, the longer the math...

    anywho, type a number in the editbox, to watch the thingies do their thing:

    puyothing

    edit:

    accidentally uploaded cap from newer version of construct, if it didn't work before, it should now

  • here ya go. I'm not sure what part(s) you needed help with, so please ask specific questions if you have any:

    draining health capx

    use the arrow keys to move the guy. blue area is the recharge area.

  • while I usually go to Twilight Sparkle and the gang to 'spread values' such as friendship and cooperation, I just wanted to point out that you don't even need to have a name for the loopindex expression

    <img src="http://dl.dropbox.com/u/1013446/forumhelp/Capture2.PNG" border="0" />

    unless there's some readability problem, or you're using nested loops like

    For 0-10 in "xloop"

    --For 0-10 in "yloop"

    and I believe it will actually result in returning 0 every time when using the 'For Each Object' condition, since these are not named loops.

    also, don't forget there's a 'For Each Object Ordered' condition to do things like

    <img src="http://dl.dropbox.com/u/1013446/forumhelp/Capture3.PNG" border="0" />

    which in this case, for example, would do the For Each going from the leftmost sprite to the rightmost, though you can use any ordering expression, such as the Sprite('ID') pv variable you created.

    I'm not sure if this would be useful in your situation, but I suspect it might. Though I must admit, looking at the puyo puyo video doesn't immediately tell me what you're trying to do with the ID's exactly.

    If you haven't already gotten everything figured out, or if you don't mind elaborating just to satiate my curiosity - are you assigning them an ID based on which vertical space they'll be above?

  • here's a little tutorial (including an interactive exe) on lerp

    lerp tut

    it also contains a link to an interactive exe with an example usage of lerp, qarp, and cubic.

  • it'll work with a simple animated sprite (or bone sprite, or custom animation system for that matter)

    here's with a simple 3 frame walk cycle:

    animated particle guy

  • here it goes on an older version of construct, also updated the link up there:

    particleman

  • zyblade, oops. I was using the next version of cc. I'll try to remember to make this in an older version later and repost it, though i'm not sure how eony321v was able to open it, unless he just means the sprite particles example

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lucid

Member since 16 Jan, 2009

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