newt's Forum Posts

  • No problem.

    I wish adding image points was as easy.

  • Its for the collision polygon not the image point.

    sprite.PolyPointXAt(Index)

  • So I can know which point to use during runtime.

    Like if I want to scale something to the width, or height of the polygon.

    To use it essentially like bbl bbr bbt bbb.

    Or like an image point.

    Or pick by overlapping point.

    Also mesh's lol

  • Yeah, looks like trial and error is the only way right now.

    Off to the suggestions platform I go.

    Thanks for checking.

  • In that case you would destroy the laser in Else part from the first post.

    To create a laser use the "on target acquired" condition.

    There are settings on the turret behavior to pick first in view, or closest.

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    Game maker:

    • Desktop: $99
    • Web: $149
    • UWP: $199
    • Mobile: $199

    Total: $646

    C3: $99 Yearly subscription

    youtube.com/watch

    Just waiting for the fat lady to sing.

  • We have a way to get the position of a point on the collision polygon by index.

    Is there a way to know what the index is in the editor?

  • I would put the picking and actions on a sub event, but that should work fine.

    Speaking of drag and drop:

    gamedeveloper.com/latest-news

  • Turret has target:

    ->target pick by uid turret target.uid; beam set angle to turret angle, beam set width to distance(turret.x,turret.y, target.x,target.y)

    Else: beam set width to 0

    Using a tiled bg with the origin left center at the turrets xy.

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  • lmms.io

  • You can do plug free backgrounds with mesh's.

    Take your pick Sprite, Tiled BG, Drawing Canvas, and even... text. lol