newt's Forum Posts

  • Take your big map and split it up into equal parts. The first layout would be quadrant 1, second layout quadrant 2, etc.

    You can then add triggers to each layout that tell it when to go to a particular layout.

    Like if player x is > 600 go layout 2, if player y is greater than 600 got to layout 3.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hmm this looks familiar.

    Your biggest issue is too many tiles. Just about any computer is going to have issues when you go over a couple thousand.

    Your options are:

    1: Reduce the size of the layout.

    2: Only create a set amount of tiles when they are within a certain area, and then destroy those tiles when they aren't needed.

    3: A combination of 1 & 2, smaller layouts connected to other layouts.

  • Like they say, you have to crawl before you can run.

    My advice: try to replicate an existing game.

    Want is useless without know how.

    As an artist surely you must know you just can't take a brush, and paint anything you want.

  • Well see the nice thing about the dropshadow object is that it uses the current frame, so if you have multiple frames you don't have to double your vram.

    Also an opacity setting would be sufficient. A blur is automatically going to mean there's an alpha channel.

    Sorry, not to be rude, but I already know all the work arounds, this is just me keeping hope alive.

  • Yeah just thinking out loud here, something like the dropshadow object, but giving light instead of shadow, would be cool.

    You would want it to be larger than the attached object, and well a blur would be nice, but that may not be doable without a shader.

  • Be sure and have the DirectX updater run, other than that I kind of wonder if it might have something to do with how you you have your system set up to play audio.

  • If you just need to walk on top of them you could use the platform attribute, and place them behind the player.

    Beyond that as Steven, and SullyTheStrange said a state could be used with bounce, set y fall etc.on the player with overlap at offset.

  • Might try AppPath & ''\OST\test.mp3"

    Instead of AppPath & ''OST\test.mp3"

  • Artwork looks awesome.

    I'm sensing a bit of a Pikmin influence, no?

  • Just a suggestion if you ever add anymore to S.

    How about a way to save an array within S itself?

    Something like this:

    + System: For "x" from 0 to 5
    -> S: insert number {1,2,3,4,5}@loopindex("x") to {""} at "end"[/code:25m45uj7]
    
    With out the need of a loop.
  • Well there certainly is a ton of mod stuff out there.

    Personally I love chiptunes, but using Python just emphasizes the need for external files.

    Its a lot like midi, but way better in terms of sound capabilities, but we can use midi's as resources, and not mods.

    Somewhat counter intuitive Imho.

  • I've been needing an a to b to a movement for a while, but until we get one there's always a state machine.

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

    In this case the state is either over or under the block.

    The cap should be a little easier to understand, if you get lerp.

  • Thanks, works perfect.

    On a side note, is Math supposed to be a layout object?

  • Thanks again!

    Anglelerp along with infinite image points will make for some great effects.

    Question tho.

    Does that take into account the sprites dimensions?

    Edit:

    Ok nevermind, I can just add height width into the offsets.

  • Is there a specific formula to set up your own image point?

    I've been looking at cos(sprite.angle)*distance from hotspot + sprite.x, and sin(sprite.angle)* distance from hotspot + sprite.y, and had some decent results, but its limiting as the distance from the hotspot has to be the same for both x, and y.