newt's Forum Posts

  • [quote:26njzfjd]I'm going to have to replace the Perlin Noise plugin by Arsonide because it causes this "Not Responding" state when generating the noise.

    Perlin shouldn't slow down anything, it's just data.

  • Yeah, the more the merrier. I do worry about using the Game Jolt plug, seems the site is loosing interest to every one but the dev's, and bots.

  • Worked out pretty good.

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

    Also you can add images to the ends of the trail for stuff like a bow or frills on the end.

    The u, and v is a bit off, but my understanding of it is somewhat limited.

  • Sprite ribbon might work pretty good here.

    Ill try to make an example.

  • A function would make it fairly simple, and you can add parameters to reuse loops.

    Honestly though it depends on what your doing. Like if this is a process you will be doing throughout the game, or if it's just a bunch of data you can crunch at one time.

  • Sorry it appears my understanding of overlapping at offset was wrong.

    As it is now overlapping at offset only checks for a single point, not all points between.....

    Here is an cap using dummies instead.

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

    Should be fairly straight forward, cept angle(x1,y1,x2,y2), which gives you the angle.

  • If there's only one instance of that platform, and only one instance of your particles, then you could just compare the x of the platform. Like platform x is less than n amount.

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  • >

    > > Animations? Wait what?

    > >

    >

    > I am assuming he is baking his animation frames out into separate model files and swapping them dynamically at runtime. I've thought of doing this myself but the process would be rather time consuming.

    >

    Why doesn't construct have proper bone animation support anyway?

    I'd say probably cause no two bone editors are the same.

    That, with the fact that Construct wasn't meant to be full blown 3d, and creating a 3d bone editor is way beyond that.

    ...... doesn't mean there will never be one tho...

  • I had this idea the other day wile searching the forum, and thinking to myself, I should really write this stuff down.

    [quote:1bf2zrlv]CodeStruct acts like a utility that gives users access to snippets of code that can be used in the game editor Construct.

    Registered Game Jolt players can add code to increase their score, and add to the available data.

    To use, run the program, and mouse wheel up, or down to view the snippets. Hovering over a line of code will give a description of what the code is for, and bring the copy icon into view. You can then click the icon to copy the snippet to the clipboard.

    To submit code simply log in, and enter the appropriate info into the edit boxes.

    Each time you submit code your score will increase.

    Please be sure your submission is not a duplication, is relevant to Construct, and well defined.

    http://gamejolt.com/freeware/games/other/codestruct/5391/

    <img src="http://dl.dropbox.com/u/666516/codestructscreen.png">

    Note:

    This uses the Game Jolt Achievements plug, and while you don't have to register to use it, you will need an internet connection to read the snippets.

  • Seems like there's always been issues with family values.

    Might I suggest a container instead?

    ObjB as a container of ObjA, and then ObjC paired to either should pick both.

    But that still wouldn't explain the issue with it working on relative and not on absolute, unless the comparison is flawed somehow.

  • Its probably because line of sight doesn't work well with multiple instances.

    Since this is platform, and you probably only need a single axis to compare, try the overlapping at offset condition. Like ranger is overlapping at offset enemy 30x 0y.

    Then -30x 0y for the left side.

    If you do need both axes then you can use distance(x1,y1,x2,y2), but you may need something else to pick.

  • You would want the fine control for stuff like card games, isometric, and even sprite chains.

    A floating point system like CC uses for z height might work, but it could use some organization like first object to a whole number remains on top, while the next sent there would go to 1.9, 1.8, etc, course that might be confusing at some point since logically those are bigger numbers.

  • ^^

    Yeah a good optimization might be the Canvas object. You can paste those objects into the canvas, destroy them, and then update the canvas collision mask. Keep in mind that this will exchange some vram for performance, so use it only where needed.

  • Unless your Python script is interacting with Construct during the process I would say it should be about the same, but 4.8 million is a lot......

  • Containers, and I'm betting an Edit box would start to come in handy pretty soon.

    Also, I haven't checked if you've added the array access expression, but would it be possible to allow it to be able run variables as arrays?

    In CC you can place arrays in variables, but if you were to try to do something like sprite.value("myarray") loopindex, it wont work. That coupled with a way to set delimiters, and local variables, or instance variables would be incredibly powerful.