newt's Forum Posts

  • + ToyGirl: Angle Equal to 0

    + ToyGirl: ToyGirl overlaps Block

    -> Block: Set horizontal speed to 205

    + ToyGirl: Angle Equal to 180

    + ToyGirl: ToyGirl overlaps Block

    -> Block: Set horizontal speed to -205

    That will pick that instance, and move it.

    Pick by closest is best used when you don't have a usable collision.

    Now if you want that to only happen when key x is down simply add a mouse&keyboard event:

    +Key "x" is down

    + ToyGirl: Angle Equal to 0

    + ToyGirl: ToyGirl overlaps Block

    -> Block: Set horizontal speed to 205

    And then if you only want that to happen when she's not on top of the block:

    + MouseKeyboard: Key X is down

    + ToyGirl: ToyGirl overlaps Block

    + ToyGirl: Angle Equal to 0

    + ToyGirl: Y Greater or equal Block.Y

    -> Block: Set horizontal speed to 205

  • Ok, sorry.

    Maybe I was thinking about one of the fx's.

  • Sorry to bump, but would it be possible to add a deactivate/ activate action?

  • You could try:

    enemy private variable =0

    ->enemy on collision with family "PlatformEnemies"

    -->enemy do stuff

  • Not sure if its a bug. I don't think the behavior was ever actually finished.

    Anyway, there is a work around, use multiple copies of the behavior.

  • Well it is limited tho...

    You can only offset x, or y, not both at the same time, and you still cant change the angle.

    Not sure, I haven't tried it, but you may be able to do a diagonal with a distortmap.

  • Yep you guessed it, using the perlin plug, an ancient Asian secret, and a dream within a dream.

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

    Ok never mind the secret part, but it is fx heavy, and its guaranteed to give the squirrels a workout (cpu intensive).

    Anyway, Happy New Year!

  • I would think about using image points. In case of circles you could check the distance to the respective image points (having them places centered on the circles). The closest distance that's still in the radius of the circle would be picked. But you'd have to use PVs then too to set the radii.

    Or you could define rectangle shapes with PVs too, you'd need at least two values per area. One representing top left, the other bottom right position (X/Y and gettoken maybe).

    Actually what I'm talking about is more or less like image maps in HTML work, so you could adapt that if you're familiar with it.

    It's prolly better for any shape to just place contained invisible dummy sprites on the object. Again with image points.

    >On mouse click
    distance(sprite.imagepointx("a"), sprite.imagepointy("a"), mousex,mousey) < inner circle a radius [/code:wpfl5yjf]
    
    Should work, but your probably going to want some sort of visual representation, so using a dummy is better.
    
    Also I tried the get relative x,y, using a distortmaps get vertex,x,y, before.... no go tho.
  • Like a plug?

    It's uber simple to set up in events, so I don't really think it would be necessary.

    Plus I doubt a plug would give you the flexibility events already do, IE color filter, z height, etc.

  • seriously impressive

    Indeed, frame rate is pretty much constant, even at 8x multisampling.

  • In the previous event sheet you had it spawn(ing) player(s) when death = 1.

    Since death was equal to 1 till the end of the revive animation.

    Good thing she didn't ham it up ehh?

  • If not epic, try episodic.

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  • You have on animation revived finished as a sub event to death = to 1, but if death is equal to 1 then......

    You need a trigger once under the initial death= condition, with the global changed to 0 right after its created. Then on revived finished could be a separate event.