lucid's Recent Forum Activity

  • Someone pm'd me the question, so I thought I'd post here to be clear. Even if you have not yet purchased spriter, if you purchase it before public beta release, you can immediately begin testing the alpha release.

    Also, new vids coming very soon! Stay tuned

  • Another update. The alpha is expanding to include all current pro owners. All current spriter pro owners should have received an email Wednesday morning with a link to download the alpha. If you have purchased spriter and have not received the email, please pm me, so we can fix the situation.

    To everyone else. Expect a big progress update soon, with video this weekend.

    Edit:

    Someone pm'd me the question, so I thought I'd post here to be clear. Even if you have not yet purchased spriter, if you purchase it before public beta release, you can immediately begin testing the alpha release.

    • Post link icon

    steipan, from everything I understand, both from what I've seen of the source, and from what's been stated by ashley, it's pretty much impractical.   it'd be close to the same workload as rewriting it from scratch. cc wasn't made to support the writing of alternate exporters and edittimes. if the wine wrapper thing is something else entirely, and doesn't involve writing an alternate c++ runtime or edittime, disregard all that I just said

  • Ashley if you have the time:

    found a major efficiency issue with function object where calling functions using an expression runs at about one third the speed of calling using the addparam and callfunction actions.

    I remade a basic version of the function object and ran into a similar speed issue, which I fixed, and it now runs faster using expressions than the original function object using the action method. I'd like to implement this fix on the official object, and also try and find the source of some other stability and speed issues some users have mentioned. if you have a chance ashley, please add Function object to svn, or if you pm me a link, I'll fix it and add it to the svn. thanks!

  • looks like davio is right, which was kind annoying, so I made a new function object. seems to be about 1.5 times the speed using the single expression method than the regular function object runs with the separate action method

    dl.dropbox.com/u/1013446/sharinplugs/func/plugins.rar

    dl.dropbox.com/u/1013446/sharinplugs/func/functest.cap

    this one will only accept the format:

    CallFunction :     .myfunctionname(param0,param1)

    there is no addparam, and callfunction does not pay attention unless you use that .functionname(params here) method

    or just .functionname if you have no parameters

    you get your params in one of two ways

    func.p(index)

    or just

    func(index)

    because it's easier to type p or nothing than param

    in this object parameters are 0 based, which means, the first parameter you put in is 0, the second is 1, etc

    this does not have the "on any function" or 'alias' features, but I can add them if anyone really uses them, and wants to use this faster function caller

    I would have just optimized the regular function object, but that code isn't on the svn

    let me know if anyone tries it, or if they encounter any bugs

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  • Cool. Twilight, I can definitely hear the difference, and would have noticed even if I didn't know. But its still good, definitely good enough for a fighter id say. Definitely above par for licensed game revoicing. Sorry thq, but if you look at(listen to)? any nickoledean cartoon licensed game, its usually so horrendous, i can't even tell if the game is any good because you're too busy cringing in disgust and embarassment anytime anyone says anything

  • Sorry for the late arrival. Yes I've been waiting for fighting is magic, and I agree the animations are surprisingly good and authentic looking, capturing the personality of the show and such. Only thing that has me worried is they said they plan to have voices, and not just samples from the show (which wouldn't have worked well anyway)

    But id say the odds of them finding voice actors that don't screw this up are probably 1 in 10 trillion.   But they obviously have high standards for themselves, so who knows?

    Dont remember if its online. If so, I will destroy you all, btw.

  • ok, all current spriter pro owners should have your alpha copies in your email by now. if not pm myself or brashmonkey, and we'll get it straightened out. Enjoy! And thank you for helping us test!

  • Another thing you can try, but then you have to manually make your character slow down when pushing heavy things for instance because physics wont do it for you anymore -

    Is have both physics and platform behavior on your character and have physics property immovable enabled. as of cc-r1, an immovable physics object will apply forces that correspond roughly to any object movement made outside physics behavior.

    If you need physics to be able to knock around your character momentarily, you disable platform, and change to moveable and then back again when you're done

  • Function: Add Parameter "ObjectA"

    Call Function "Properties"

    just a nice tip for using function objects, this method will always remember picked objects I believe, but it's much simpler and more readable

    this here:

    Function: Add Parameter "somestring"

    Function: Add Parameter 1

    Function: Add Parameter 45

    Function: Add Parameter objecta.x

    Call Function "Properties"

    is equivalent to just doing this:

    all Function .Properties("something",1,45,objecta.x)

  • That's fine sved, just threw the text in there, with imperfect placement :)

    Thanks everyone. It seems to be working and fixed...you should hear more about this as it gets further along...when I have some time i'll make an updated demo

  • ok shviller the great found the error!!!!

    test one more time just in case

    redownload

    the problem was a simple typo somewhere I hadn't thought to look

    qpoint3d(){x=y=x=0;}

    was supposed to be:

    qpoint3d(){x=y=z=0;}

    heh...uninitialized variables

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lucid

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