newt's Forum Posts

  • From what I've read, you should be able to run in compatibility mode.

    Just no "metro" styling, and the dx9 install might be a pain.

  • Angle() gives you the angle between two points, so if you are going beyond that try reversing the points.

  • I would say that the DirectX9 limitation would make that a no.

  • I think the answer is what ever is more beneficial.

    Returning zero has none that I can think of.

    However if changing it will break something else, and if this is the only case where that kicks in, then ehh its not worth changing.

  • The thing that bothers me in this is: in any other case text would display the first instance, or its explicitly referenced index regardless of initial picking, so long as a trigger that allows the sub event to fire is true.

    While it may not be ideal, I do see that someone might want to set things up like that. Like enemy is off screen, or timer is less than 10, set text to player .x, etc.

  • oppenheimer

    Its pretty.

    Couple thoughts. You could try the Canvas object and draw the noise. That might speed things up a bit, but I think the biggest pull is coming from constantly randomizing noise.

    You could (in theory) generate a few arrays filled with the noise on start up, and go back and forth between them.

    Of course setting that up takes some effort as they don't have variables for picking. So you could either add copies of the object (noise, or array), or create instances by placing them in containers with an object that has variables to pick, sprite etc.

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  • Yeah, spline would be almost like perlin, in that it would be a curve. You want the peaks, and jaggedness.

    Also if you go with a distortmap you wouldn't have to pick objects, you would just figure the coords.

    Like set columns to int(distance(sprite.x,sprite.y,sprite2.x,sprite2.y)/10)

    Then set the random xy's in a loop to lerp(sprite.x,sprite2.x,loopindex/distance(sprite.x,sprite.y,sprite2.x,sprite2.y)+normalrandom(0,64)

  • For lines the method you would want to use is generate the random value to a variable, then use that variable for the end point, and also for the next start point.... generate random value to variable, etc.

    Also you might try Davids Ribbon object. It might be easier to use with distorts.

  • Hardware limitation is about 60x60, but there's not much reason to have as many rows as columns, 1 is fine. In which case you can go much higher in columns.

    I don't really suggest that though. Just divide the distance into equal parts that you are comfortable with.

    Also no reason you can't have multiple instances of the distortion.

  • Don't really see the need for perlin.

    http://dl.dropbox.com/u/666516/lightning.cap

  • Obviously hundreds of little sprites will bottleneck performance.

    While large sprites will add to load time, and overall ram.

    Take your pick.

  • Yeah, no.

    Its a gif. The browser doesn't really care what the named extension is.

  • Ashley

    Actually...It's not just the same problem. It is the problem.

    Turns out IE inherited Chrome's issue, as I was using Chrome Frame.

    I disabled the plug, stopped the process in the task manager, and touch works in IE now.

    So sorry back, I guess.

  • Update:

    Added web storage.

    Save, load, new, etc.

    Works fine in FireFox, goofy as hell in Chrome, and Ie does not activate save dialog on right click.

    Not sure if I should laugh, or cry.