newt's Forum Posts

  • Thanks. I'll take a look at it, but I'm pretty sure I'll have to make my own point cloud, and go from there.

    R0jOhound made a nice even distribution project a while back, and I'm taking a look at it for a starter.

  • Ahh, OK I was hoping the noise plug might have had the data already.

  • There aren't many choices for HTML5 in game ad networks. Google has a program, but it requires a lot of traffic before you can use it. That's how just about all in game advertisers that work on the web will be. All reliable ad networks will require that you have control of the server it will be placed on.

    That being said, there's no reason you can't place normal ads on the same page as a game, although most networks will have specific rules for placement.

    Keep in mind that normal ads require cookies, and page content to serve viable ads. If you don't have content that can be parsed and useful to advertisers, then don't expect great ad revenue.

  • DiegoM Any idea if that data can be exposed in the plug?

    I don't want to reinvent the wheel.

  • angle(touch.x,touch.y,knob.x,knob.y) will get you 360 points to use.

    You can divide that up i.e. 360/11 to use as your indicators.

    If you don't want to use the angle, then use the y.

    knob.y -touch.y

  • I should probably add that repeating textures also mean non stretching textures.

  • From what I know about Voronoi a "simple" method would be to create a point cloud where they're all constrained a certain distance apart, like circles. You then take each point and find all the points around it. Those points would then tell you the vertices if you look at where the circles would intersect.

    And when I say simple, I mean its actually a little complicated to do and record for that matter.

  • Export to HTML5, then make an iframe on the php page that points at the extracted folder pointing to the index.html. Obviously the folder should be on the same directory that you are serving from.

  • My main wish would be to set the origin face/frame to the top rather than the bottom.

    Its easier to try to match the collisions for other things that are on that z.

    Another suggestion would be repeating texture offsets. Think limited skybox.

  • I should mention mesh's. They offer a few features that Tilemap does not.

  • Its whatever is best for the job.

    If you want to use up a lot of area with a texture, then Tiled BG is better than Tilemap.

    If you have lots of platforms, or roads, or buildings, then Tilemap may be better than Sprite.

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  • Yeah I was just thinking that might be a better way to go.

  • The parallax setting is based on a percentage of the non parallax xy's.

    Do you know how to figure percentages?

  • Is there any way to get cell data from the cellular, or Voronoi noise in the Advanced Random plug?

    The xy values don't seem to be that useful for those types of noise.

    What would be nice is the xy of the cell center, and xy of the vertices.

  • Preview on mobile web is horrible, because the mobile browsers are horrible.