newt's Forum Posts

  • Speaking of licensing....

    um, the credits are showing a reference to GPL.

    Might want to change that before some lawyer types crawl up you backside, and make blueprints for their summer home.

  • I get that error, as well as one called Appblock occasionally.

    Usually happens only when I first start up Construct, and run the first preview, or sometimes it happens when the system is taxed a bit, open browser, folders etc.

    Might try stopping everything else, and see if that helps.

    Also if you have an antivirus that does an active scan, its possible its causing things to load slow.

  • Might be better to put the sprite in a container with something like an array, and then store your variables in the array.

  • Kinda funny how no limbs works well with bones.

    Anyway just a quick example, please forgive my walk animation.

    Feel free to expand, but don't steal Sci.

    He's a character from another one of my many other unfinished games.

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

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Take the size on file of one frame that is 16x16, and multiply that by 120.

    Your looking at 15+megs, and your trying to do 320 frames

    That's just not doable, on any hardware accelerated system.

    The pipeline just will not handle loading all of that all at once.

    Edit:

    Yeah what he said.

    Also wasn't Rayman originally a bones type of animation anyways?

  • 120 frames?

    It wont choke Construct, but it will strangle a lot of video cards.

    Perhaps this is more of a hardware issue rather than software issue.

    Honestly, a big game is doable. You just have to embrace its limitations.

    Asset management is key, beyond just checking pow^2.

  • Thanks, that explains a lot, although I have to admit I wasn't expecting xangrot.

    I was off on some tangent thinking, hmm ole with the vector object, or perhaps your catmull? heh

  • I agree wholeheartedly, but from form rather than function.

    I like the fact you can hide all that code.

  • An option would be nice, as I could see where someone would want to use get text for debugging.

  • It kinda depends on where the caps are. If its like 4 caps close to the transformer, or at least close to where the power cord comes in, then its probably... you guessed it part of the power supply, and should be repairable. If its after any transistors, or ic's then... your probably boned.

    It used to be you could go down to Radio Shack, and they would have some one there who could do minor repairs like that, but with the shift to cells... they may not, but give them a try first as they might at least know a someone who dabbles, since they still sell hobbyist parts.

    After that there's always the yellow pages. A good rule of thumb there is if they do tubes they do what your needing.

    As far as price I'd say anywhere from 5 to 50 on the caps, and 30 to 50 on the labor.

    If its just a solder job.

  • Event groups are worth to implement !

    Here is why !

    When they are used accurately, they give you a very simple way to handle complex scenarii and state based actions, the most well know being in game menus !

    In the page above, I show how use groups to handle motion and handle user typed commands ! (see the link)

    They are nice, but we can use instance variables for now.

    Plus we have the boolean type which does speed things up a bit.

  • You would be better off having all the objects in the container destroyed on start, and then create one part of the container at start of layout.

    Since everything in a container is created if one is, and all contained objects are also picked you could simply tell the specific object what layer to go to.... all in the start of layout event.

    Then the only reason it would go to another layer is if you tell it to.

  • .... and then there's array's in instance variables. Lots of potential there.

    What would be nice is something similar to Lucid's "S".

    Sprite.variable(2) would give you the second value indexed in sprite's instance variable "variable".

    A stack for each variable... oh heck yeah!

  • I kind of liked being able to store data where ever I liked, and using str(), or int() when ever a specific type was needed.

    What about a 4th data type? One that lets you store anything.

    Then again I guess you could do that with string anyways......

    Meh, what ever floats your boat I guess.

    One thing, hows this going to play with data storage objects?

    Wont there need to be some sort of preference set?

  • The more the merrier, even if it is bad code. The beauty of open source is someone can always learn from those mistakes and fix it.