newt's Forum Posts

  • Unfortunately it looks like the issue is with Construct itself, so a plug probably wont help here.

    I'd suggest making a request on the crowdfunding site, but again the issue is most likely on the Construct side, so that would require some input from Ash in some way.

  • Jayjay Yep pretty much, but it's more about the signal than volume.

  • Yes everyone now knows that the hash for your email is fd97776e49637bd4c1504eafc006b690.

  • Well if you were to set the columns to 360, you could set the width of the layout to 3600, or 36000 even just to make things simple.

    There's really no need to worry about the vram if you tile a texture, but your planet texture really wont tile well to platform visually.

    In that case you would probably want to generate overlaying textures for different levels of noise IE more distortmaps.

  • Wow, its nice and simple as well.

    Runs off to play.

    Makes new thread on forum called "Lets talk turn based games".

    Nice job there Scidave, Construct is officially now multiplayer.

  • With a canvas for collision detection you would paste the distortmap into the canvas, and get perpixel collisions, but you probably don't want collisions for the mountains at the platform level. That means you would need to use a second distortmap, but that could actually help you out with the texture.... unless you really want to go from a z on the planet to a y on the platform. In which case the texture will be a nightmare.

    As to the angle thing, to make things easier you can go beyond 50-64 columns since its only 2 rows. Something that divided into 360 even would be better... even 360.

    That brings up another thing to think about. Do you want the platform level to be scrollable?

  • Actually, since its noise across a single axis you could just use normalrandom().

    You would have to write it to an array, and you would probably get way more peaks, and valleys, but ehh.

  • Nice. Games are a multimedia experience, so branching out is always a good idea.

    I would be curious to know their methodology. We have tools that give us simple old school sounds, sine, square etc, and then there's always the mic, but that leaves a bit to be desired when you want to start to expand.

    Also, stuff like how do they "look" for sounds. Do they just say hmm a doing, or a boink would work here?

  • Glad its coming along. One question whats the background color for bmp's in "lite"?

  • Runs fine here.

    Might be an a different version of "s" that's the issue.

    Nother reason to add those expressions to "math"... poke <img src="smileys/smiley20.gif" border="0" align="middle" />

  • You can use different frames for the regular sprite, but that limits you as you can only have a set amount of frames. As to unique sprite you probably need to pick individual instances first via a private variable.

    That plug was experimental, so there may be issues.

    One other thing you can do is export the image from image manipulator to a directory, and then import it into the tiled background object. It can have different textures, just need to pick the correct instance.

  • line to circle using "s"

    I'd try the interpolation, but I **** with arrays in "s", and the array object doesn't take to vectors easy.

  • This actually worked pretty good, and its viable for at least a chat, or turn based play. Nice work Scidave.

    I would defiantly be interested in trying out the plug.

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  • Not sure about the unrolling part, but using a distortmap set to 1c,1r, you could take the coords at 0,1,and 1,1 up to half to form a semi-circle.

    For an unrolling you might actually make a polygon out of a distortmap, a one pixel image would do, and take the coords from say a six sided poly, at the bottom center, move the left side up, and to the left, and the right side up and to the right.

  • The "S" plug has seeded randoms, if you want to work it in.

    Also the noise plug, and perlin by Arsonide, both run on seeds.

    Edit, there's another plug by Lucid that allows for different textures per instance.