newt's Forum Posts

  • Well if you follow the link, it describes the different methods of scaling much better than I can here.

    Most notably are the first three types. The first two are equivalent to what you have in Construct for the sake of speed. Then the third is the most commonly used, when speed is not an issue.

    So without being trying to be completely inappropriate, its just not an image viewer, and wasn't designed for large "high-res" images.

    Btw

    [quote:3czly5oh]Rule of thumb

    Scale down less quality loss.

    Scale up high quality loss.

    Is actually a big hint on how to deal with the issue.

    Another would be that you can shrink images in the layout editor without quality loss.

    And that when you take them back to their original size(runtime) there is no loss either.

  • Dpi is irrelevant here as it refers to printing. Anything you see on the screen is based on pixels.

    http://en.wikipedia.org/wiki/Image_scaling

    Rule of thumb

    Scale down less quality loss.

    Scale up high quality loss.

  • You might try Rojo's path plug. I made an example way back.

    http://www.scirra.com/forum/viewtopic.php?f=8&t=5962&hilit=newt+braid

    It might be outdated for newer versions of the plug.

    If it is just set the object placement on the path first, before you start the movement.

    Also check the forum Toralord did a version using "S".

  • I can think of a ton of other uses, card games, menus etc. Although set z index would make more sense, minus the nightmare of what happens to the other indices obviously.

    Edit:

    Then again z height is way different than z order when dealing with distortmaps.

  • It would appear that Moore's Law! does not necessarily correlate to better games.

    One would think that if developers had more time to develop on specific systems games would get better, but going "mainstream" seems to have the opposite effect regardless of technical abilities.

    Since the files needed are freely available, couldn't you just create a zip of the files, changes, while keeping folder structure, and add that to the SDK?

  • [quote:2msn40p7]non-zero based, incidentally

    Perhaps the second parameter is.

    Cough, Boolean.

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  • [quote:2m0f0d3x]I know it all, main reason why I don't want to use 3rd party plugins without extreme need is most of them are unstable and buggy. And even if this one is pretty stable I still want to know how to do things without plugs.

    Bad news for me is that I'm not very good at math

    Yeah, but the event solution is not exactly practical... math wise, as it's a workaround for a.... ehh, lets call it a feature rather than a bug.

  • I have no idea where you guys are getting this subliminal stuff.

    Any way, I'm off to go buy some cereal (sudden craving for Cap'n Crunch).

  • There's a few things going on that don't quite work with what you want to do.

    To start your globals are set to 0, so it cant create the objects.

    Now while we're on the dummies, in order to index them correctly you'll need to destroy it on start of layout. You may have not noticed, but I placed the text for the dummy object into a container with the dummy, so you should destroy the text on start as well.

    That brings us to the text. The always event places the text with its container the dummy since if you pick one, you also pick the other, but your going to have some issues aligning the dummy/text to your numbers that way. Plus you will have to do a workaround for the hashtable at some point, as it will not accept duplicate key entries.

  • There's really nothing wrong with your original method.

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

    Ashley

    As far as preparing oneself by making plugs goes, how closely related do you feel the C2 exe plug sdk will be related to the one for C0.xx?

    And wouldn't it be good practice for then as well?

  • This is really the wrong section of the forum for that... probably the wrong forum period, but in any case there should be a template under new> template/example> pong.

    That should get you on your way.

  • This is going to sound silly, but in my current project I'm using the image manipulator to place tiles, objects etc.

    For instance, to place my ground tiles I simply draw a black pixel in an image of say 32x32.

    I can then have the image manipulator test for that color, and say if the color at loop x 10, loop y 32 is black create the object ground tile at x of 10*10, and y of 32*10.... In a layout that is 320 x 320. 3200 would be *100 etc.

    Now that might sound limiting, but when you think about it you have 255 states for red, blue, and green, meaning you have as many options for items as you do for colors... literally millions when you take alpha into account.

    With that in mind not only can you create sprites by color, you can also give those sprites attributes like angle, size, and even private variables.

    All you have to do is create your own special palette, and figure what you want them to represent.

    No special level editor required, just any old image editor.