newt's Forum Posts

  • For #1 use the function object, and a private variable to pick.

    Call function after delay.

    http://sourceforge.net/apps/mediawiki/construct/index.php?title=Function_Object

    The timer behavior is better suited, since it remembers picked, but its bugged.

  • Basically, you can slow it down before it hits the object.

    Warning "OR" is somewhat buggy, but it seems to work fine in this case.

    + Sprite2: overlaps "Solid" : offset (-5,0)

    + System: OR

    + Sprite2: overlaps "Solid" : offset (5,0)

    + System: OR

    + Sprite2: overlaps "Solid" : offset (0,5)

    + System: OR

    + Sprite2: overlaps "Solid" : offset (0,-5)

    -+ System: Trigger once

    --> Sprite2: Set speed to 10

  • You could try overlap at offset, with set speed.

  • Yes, because the way frame rate is handled it's possible to miss a collision when the frame rate changes..

    Your best bet is to not allow the player to continuously run into the wall.

    Something like:

    sprite on collision with wall

    ->sprite (8direction) bounce.

    That or make the walls bigger.

  • Haha, now that's service.

    Question tho, is anyone else getting lines across the bottom of the filed circle?

  • Not sure whats going on with the plasma object, but "load every millisecond" sounds highly suspicious.

    Perhaps your loading the same frame, rather than skipping to a new one.

    In any case using a huge animation is ill advised.

  • As is said, if you want only an outline, the canvas will work perfectly, you just need to use a loop and do a bit of trig, and the canvas can stay the same size on screen (full window) it doesn't need to be bigger

    Not sure what you mean. Are you talking about a portion of the circle?

    Here's this till someone figures out a trig version.

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

  • Top down, side view?

    I would imagine side view would pretty straight forward with physics. Quasiblobs?

  • If your talking about frames, you'll have to stop it on the frame you want to copy.

  • Tick= Frame.

    You shouldn't have to worry about it if your just reading, once the image is copied to the image manipulator.

    Its when you change the image, or read another image that you need a tick.

    I'd suggest the function object, "call function after delay" 23 milliseconds to be safe.

  • That kind of rules out canvas, it can only draw when its on screen.

    Plus it can take up a lot of ram.

    Does the player actually have to see the hole?

    If so you could apply the colored outline fx to a pre rendered sprite. It has an alpha setting that should help when you get a little "jaggy".

    If you don't need to see it, you could always go with distance(x1,y1,x2,y2).

    Where x1,y1 are the center of the object, and x2,y2 are the other objects.

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  • Yeah the turret behavior was designed to either be attached to something that moves, or stationary, so basically all its good for is attacking.

    Quite honestly you'd be better off dropping physics, and using the custom movement behavior, and either using the line of sight behavior, or distance(), with you own attacking/ retreating events.

    For the black hole there's even a command that would work well for that "restrain distance from position" If you use a lerp on the distance to restrain, and set it to "distance lower".

    Course you would have to have to include a escape velocity condition in there.

  • Yeah, it uses the image manipulator, but there's no calls to get r, g, or b used.

    Depending on what you need it for you just copy from the sprite, and get r,g,and b separately, or use the system expression RGB(ImageManipulator.GetR(X, Y), ImageManipulator.GetG(X, Y), ImageManipulator.GetB(X, Y)) to combine it

    Same goes for alpha, but that's separate from all the set options.

    Keep in mind you may have to wait a tick between reading and setting.

  • Yes, the image manipulator, but its kind of slow, but anything that reads from the gpu will be.

    I just posted a cap in the examples forum that uses it if your interested.

  • To make procedurally generated slime.

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

    However you will need the Perlin plug, and it's somewhat fx heavy.

    2.0 at least