newt's Forum Posts

  • The old non plugin method was to do a for each ordered by y, which was a little slow if you had a lot of instances.

    The new method is just every tick set variable to self.y, system sort by variable with no discernible slowdown.

    Of course that does not work if the y is not ascending, so other sorting methods are out.

  • It can, just set each instance's variable to its y.

  • I guess technically you could make a list of not free assets and sell that too.

    Classy.

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  • Yeah, because 2d works with vr so well......

  • > The simplest method would be to use dummy detector objects.

    >

    Yeah, thats what I'm thinking. Does pinning 4 detectors cause a big increase in resources?

    Not unless you have a large amount of instances that need the dummies.

    The most efficient method would be to make separate objects for the detectors, and put them in a container with the object.

    Make as many image points as you need and label them sequentially, d0, d1,d2....

    Then on creation make a loop and place them at imagepoint "d"&loopindex.

  • "supercars and sexytime"

    Well at least it's your key words.

  • The simplest method would be to use dummy detector objects.

  • Take a look at the path commands.

    You need to figure out arc, and draw path, as well as clear canvas, and line settings.

    The rest will depend on what/ how you are loading.

    The circular wipe would be a bit different, but it's doable, if you were wanting to do that as well.

  • The easiest method would be with the Canvas plug.

  • Actually the white space conflict was probably a duplicate export in the same folder.

    I should have Googled that instead.

  • >

    >

    > w

    hy

    ?

    >

    Not regarding performance, but in my experience bigger projects built with that method result in a messy code you'll have a hard time to see through. Node based methods (like blueprints in UE4) also suffer from this problem. It ultimately comes down to user preference, since some programmers prefer text-based code for bigger projects. C2 offers very good orgranization methods for your event sheets and if you use them correctly, you won't get lost in the code.

    Fixed.

  • I imagine as a for each that might slow things down.

    I'm just wondering if we should have an expression to get the closest value from a list.

    Sort of like min(), or max()

    closest(value(a,b,c,d....)) or something like that.

    That way you wouldn't have to rely on distance(), or objects.

    Of course I'm not sure how that would work with xy coordinates either.

  • It always escalates to trig....

    Course now I'm wondering what formula C2 uses for pick closest.

  • You will need to plan ahead some as at some point you will probably rely on animations for timing.

  • Remove any spaces or irregular characters from the names of files.

    Google Camel Case.