How about members with post count less than x amount cant show links of any kind, including non linked url's?
Then again I have no idea how hard a parser would be for that, and apparently non bot spammers, can figure out that all they have to do is make fake posts like, "Thanks again!", or "You rule dood!".
Might try a snap to grid type movement.
lerp(int(.x),int(.x/n)*n,1-0.5^timedelta)
lerp(int(.y),int(.y/n)*n,1-0.5^timedelta)
Where n= the size of the sprite, or size of the grid.
I would think that the ability to add variables in events would work for that.
You have to remember most of the plugs that come with Construct Classic are very basic, and the reason for that is that if they add to much, they add the risk of locking a user into a certain type of a certain genre, and that's something the devs wanted to avoid.
So basically yeah the limit is your imagination, but then again everything has its drawbacks.
22 doesn't make sense. Your saying if it doesn't have line of sight to hero, and pv 'ACT' is equal to 1, then move to hero, and clear all targets.
That movement is unexpected, and the variable is pointless, because of number 23.
Your saying if the state is 0, constantly set the animation.
if Xbox360GamePad.LeftThumbstickX(1) > 0:
Trigger once while true
Player.SetAnim(walk)
You should be able to use a variable on the nodes to do that, or possibly the object pairer.
I would stay away from los for now. It has issues with multiple instances.
> You won't be able to do it in construct. Last time I checked carma quite literally just moved the vertices in their cars depending on the collision. You can't manipulate 3d objects at all in construct. I doubt you can do it with sprites.You can. The action is called "Set relative displacement". You'd move the vertices dependent on the distance of the overlap. If car2's left edge is at x = 50 and car1's right edge at x = 70, you have a distance of 20 pixels. Translate that to the vertices of Car1 and move them away from the impact point, with a strength dependent on the distance of each vertex from the impact point. The degree of realism of the impact would be dependent on the number of vertices you use per car. At least I think it would have to be done this way.
> You won't be able to do it in construct. Last time I checked carma quite literally just moved the vertices in their cars depending on the collision. You can't manipulate 3d objects at all in construct. I doubt you can do it with sprites.You can. The action is called "Set relative displacement".
You'd move the vertices dependent on the distance of the overlap. If car2's left edge is at x = 50 and car1's right edge at x = 70, you have a distance of 20 pixels. Translate that to the vertices of Car1 and move them away from the impact point, with a strength dependent on the distance of each vertex from the impact point. The degree of realism of the impact would be dependent on the number of vertices you use per car.
At least I think it would have to be done this way.
This^
You can't do collision detection from distortmaps, but you can use a hit box. Ideally you could create a grid of points using the system condition object collides with point. However its a little complicated to rotate those points to line up with the mesh all the time.
No, no, he was STANDING on the edge of a toilet hanging a clock, he slipped and hit his head on the edge of the sink. Then when he woke up, he had a revelation, a picture, a picture in his head, a picture of construct. This is what makes easy game development possible!
Construx Capacitor?
Looks pretty good to me, might slow down the movement some.
As far as deleting nodes goes, that's only going to make it look more robotic. If anything you would want to add more nodes.
Well as they say Construct is a 2d game maker, so they didn't add 3d fx.
Might try using some interpolation using for each ordered on the nodes.
Also links messed up, a simple paste of the url will do.
One thing is for sure, no 3d fx, IE no bumpmapping, normalmapping etc.
Now it might be possible to do some lighting, but that goes about the same as 3d collisions. Yeah its possible, but hard to implement, and probably expensive from a processing point of view.
That is the question:
Whether 'tis nobler in the mind to suffer
The issues and problems of outrageous vram usage,
Or to take the pencil tool against a grid of opaque pixels,
And by drawing over them end them?
Develop games in your browser. Powerful, performant & highly capable.
The Assimp lib is what Davo used for the plug. There are some functions for bones in the lib, but the problem is not all programs do bones the same way. Then if you could import bones, how would you animate them?
What I think would have to happen is someone would have to make a bone editor, and animation editor that works within Construct.
Much easier said than done.....