newt's Forum Posts

  • Are you using two Fade behaviors?

    If you want something to alternate use the Sine behavior, or Tween set to repeat.

  • Comparing the variable picks the instance its associated with.

    Again do the tutorials.

  • Starting out I'd suggest using instance variables.

    Click the object add a variable in preferences to the left.

    You can then click different instances in the editor to change the instances variable, or set the variable when the instance is created.

    To pick the specific instance you use the compare instance variable in the conditions of the object.

    Going forward there many many different ways to pick instances, with things like frame, opacity, and even using the system to "pick nth".

    Do the getting started tuts. Seriously.

  • You could use sprite mesh distort to do that. You just change the texture coordinates to display a different sub-image.

    Here it's using a spritesheet with a grid of 13x6 sub-images.

    https://www.dropbox.com/s/dog9plqg9vicvk5/card_spritesheet.c3p?dl=1

    Toggle the set mesh point actions to disable the rotation.

    I think you could do that with Tiled Background's image offset.

    Aside from the card flip thing.

  • Yeah you can do just about anything CSS to the Text Input object

  • Then it just comes down to speed. How fast the camera can move and how much swap memory you can have. Garbage collection can be an issue with this kind of situation.

    Its not great on HTML5, and likely never will be.

  • I wouldn't use Tilemap, but sprites with their collision polygons. Laid like an endless rail. Chunks, not tiles.

  • It depends on how complicated you want to get. It can be as simple as taking the noise from the x axis from the Advanced Random plug or some formula:

    github.com/mxgmn/WaveFunctionCollapse

    Level design is hard. Making it easier is hard.

    If you're just experimenting, go nuts with the formulas, if you're wanting to make a game, make sure what you're doing is commercially viable.

  • Tilemaps weren't really made to work as instances, and they definitely weren't made to work away from the base grid. Ideally it should be a single map, and worked on in chunks if you want to go that route.

  • If negated/inverted isn't working you could try Else, but you have a lot of conditions going on.

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  • He likely put it in to trip the 3d render trigger. The editor is set up to do it automatically when an object has a 3d z. Otherwise you would have to go in to project properties, advanced and set it manually.

    You could also trigger it by making a mesh and giving a point a z.

  • Try the tutorial section.

  • Instead of adding a new line and setting the height, you create a new instance of the text object and place it under the last one with the new text.

  • How do you download a folder?