lucid's Recent Forum Activity

  • I have alot to say about this, but most of it isn't appropriate for this forum. the story speaks for itself:

    cbs

    infowars

    turns out, there may be some hope on the horizon that doesn't require a revolution:

    http://act.demandprogress.org/letter/ndaa_reversal/?akid=1107.92169.4gqP-e&rd=1&t=2

  • Personaly i think its a pile of sh*t, you cant even incorporate simple commands, all i wanna do is move a sprite 360 and rotate 360 on a second controller and there's no script for it !ice attitude. you don't use scripts in construct classic except for very specialized purposes as they aren't needed. Your "simple command"/"script" request aside from not making sense, sounds like a specific feature for YOUR game. this behavior wouldn't be built in. it would require you to learn how to use the software, and implement it in your own game. this would be true of any game creation tool, except maybe movesprite360rotate360onsecondcontrollermaker, but from what I heard that was never finished and they've scrapped the project.

    you need plugins just to use keyboard functions? what a pile of sh*t, and they say gamemaker's crap! you need plugins because construct is built to be extended with plugins. probably the most intelligent design for a generalized game building application.

    all of construct's runtime functionality is provided through plugins. For instance, the built-in Sprite plugin.   as for comparing the two, construct is more powerful, and easier to use, and doesn't require scripting to make games. I don't even think it's subjective which is "better"

    both of your comments were made out of ignorance of the platform...

    maybe posting questions in the help/tech support forum, or looking through some tutorials would be more useful than calling it a pile of [insert excrement synonym here] over and over all across the forums?

  • hmm..not sure.

    don't have time just now to hunt this down. I reverted it back to the previous version for this release. definitely don't want to delay it anymore than it already has

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  • ah..ok, I think I fixed it, try this:

    download again

  • I don't know, I don't have to look very far to find pissed off americans these days. all over youtube without looking I find videos recorded by americans informing each other of what the media refuses to cover. Slowly, but surely, more and more people are waking up.   I wouldn't write us off just yet.

  • building the ide requires the prof-uis library, which is not free. If I'm reading correctly, it's $175 a year in their online store. You can, however, build the plugins and the runtime without it, and the edittime portions of the plugins. basically everything but the editor itself.

  • Same here

  • mostly clothes. most notably:

    <img src="http://www.welovefine.com/img/p/1357-4036-large.jpg" border="0" />

    <img src="http://www.welovefine.com/img/p/1077-3063-large.jpg" border="0" />

  • put the object into a family.

    on Object collides with Family

    ----Object do this

    ----Family do that

  • thank you yung, yes, that's the expected behavior, it's just random stuff to make sure the ui engine is working. finally integrating the ui into spriter now. thanks for your patience everyone.

  • @alastair Spider_hip merry xmas. copy over the plugins/runtime folder, NOT the plugins/ folder

    I'm just as anxious for the next build release as the rest of you. Seeing as the latest C2 just released a day or two ago, we know what ashley was busy with. The good news is, during the wait, there have been a number of additions to the next version. including this editbox thing.

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lucid

Member since 16 Jan, 2009

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