newt's Forum Posts

  • Each object can now have its own array, that is automatically picked when the object is.

  • Actually since we now have containers, arrays should be much easier to deal with.

    Pretty sure it works with creation, haven't tested with destroying etc, not much time to spare lately.

    But the fact that you can pair them up in an oop fashion should be sending shivers down everyone's spine.

  • Mrs Ashley?

    Wrong in so many ways.

  • I'll give you a hint.

    It takes three rectangles to fill in the black portion of your example.

  • Actually its just an engine specific thing. Some will have 0 at 12 o-clock etc.

    It just so happens 0 at 3 o-clockwise works quite well for platforms, and side scrollers.

  • Nah, the major companies just prodouch watered down crap now.

    Al they seem to want to do is the cookie cutter fps.

  • Just take away the anonymity then.

    Q-uid pro quo.

  • It would be rather difficult to implement I would think.

    Imagine if you were doing a game where you had an event with a bunch of sub-events that ran in order, and then you had to change everything so that it could change or stop any one of those sub-events on some sort of input, but you had to make it so that that one minor change would not effect any of the other events.

    Also the "designing" via code is somewhat problematic, as you cant run creation loops constantly.

  • No they can all be 0 opacity/ invisible on the same layer.

    You just need to keep track of the z order if they overlap one another.

    Like I said just reference the family, like on your condition set family opacity to zero.

  • I would just add all the elements to a family, rather than add all the layers.

    That way you can change all parts by referencing the family.

    Also if you insist on using loops, you should check out for loops, and use loopindex, rather than adding a local.

  • > Wow, looks like almost exactly the same thing as Spriter! Even the UI is almost identical! If there's one thing I can't stand, it's a blatant ripoff.

    >

    > I could be wrong but from what I've seen it looks very, very similar.

    I wouldn't say it's a ripoff - maybe the project was on its way before spriter, or maybe the author saw spriter and didn't like where it was heading (it appears to be the case, since they don't seem to want a proprietary export format), or maybe he was playing around with the idea, and spriter spurred him into action.

    In any case, competition is always good - you can't have too many animation tools.

    That may be, but the guy has stated he would make it export to the Spriter format.

    They could have made some copyright protection on it, but they decided to keep it open so that people could make plugs for the different systems.

    Saying that he would use it is in very poor taste imho.

  • C2 already repacks textures.

  • If I asked what an isometric level is, would that answer your question?

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  • That's the expected behavior.

    If you want to emulate sol selection use the pick nth, or pick by uid conditions using the parameters of the function call.

    Also we have on created, and destroyed triggers that do remember picked...

    Just so you know.

  • Works here.

    Nice idea for the work around btw.

    Thanks.