newt's Forum Posts

  • Well yeah you have to regenerate when you add obstacles anyway.

    Also I don't think the object has to exist.

  • It can't have a partial map.

    You would do that at the beginning of the layout.

  • My thoughts are you should stop paying by the month.

    Seriously you should try as many engines as you can, you never know you might prefer how another works.

    I kind of doubt that though.

    To me the only metric that has any pull is 2d vs 3d.

  • Ok, I wasn't expecting the count to change. I just figured the polygon would to stretch with what it had.

    Nice that it anticipates additional segments.

    The intent here was to create something like a 9patch. I'm trying to think of a way to deal with the change. Obviously destroying and creating objects all the time is not ideal.

    Storing the count in a variable might work. Requesting a condition to check might be a bit too niche.

  • Globals are a lot easier to keep track of since they are right there in the event editor. Then the ability to transition local to global is always nice to have.

    I do wish they could be automatically obfuscated however.

  • Yes it should put a sprite on each collision polygon point, but the mesh is doing weird things to it.

    If it is supposed to be like it is, then you would have to disregard my previous post suggestion.

  • Ashley before I go and make a bug report I figured I better get a better understanding of how exactly the mesh feature is supposed to interact with collision polygons.

    My understanding is that the polygon should contort to match what the mesh deform does, within reason. Obviously overlapping, and odd angles might not work.

    If you take a look at this project:

    dropbox.com/s/wv44tu2wlncftam/polypointsmeshbug.c3p

    You see that just setting the mesh changes the polygon, and even looses a point.

    Then if you try to move the mesh the collision polygon just distorts to cover the top, but places all the points at the top of the mesh. Leaving only the top of the object usable for collisions.

  • Did I say iffy?

    dropbox.com/s/wv44tu2wlncftam/polypointsmeshbug.c3p

    Um theres a couple bugs there.

  • You could create a 9patch styled object using the collision polygon points by stretching a tiled bg between poly points.

    Figuring out the index is a bit iffy though.

  • The problem with strings is that the editor doesn't care what they are, so you have to manage them yourself.

    The nice thing about variables as Bool type triggers is that they do indeed act just like triggers when changed. Plus they can be compounded to simplify things like variable "touchType" >= 4, do foo, etc.

    Minification doesn't touch the developers strings, that's why its a security concern.

  • Global, and instance variables, everywhere.

  • dropbox.com/s/mah6i0g1eptlh8r/trigselect.c3p

    Its ok to abuse expressions occasionally isn't it?

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  • Ok. I as able to do space separated strings in quotes, and it wasn't working.

  • How does one add multiple tags to Tween "is playing"?

    Tagged:

  • Kinda depends on where you're getting it, like your version of C2.