newt's Forum Posts

  • Did you make the sprites?

    Do you know what an alpha channel is?

    If you made the sprites, but you don't know what an alpha is, you should probably hold off on the graphics, and do some research on the mechanics.

    If you didn't make the sprites, but you know what transparencies are you should probably look for a better rip, or use some place holder. Nobody cares what a dev looks like graphics wise.

    No to both?

    ..... eeeek.

  • If you don't want to create a dummy object you could also use a small loop.

    Be sure to use int() tho...or the comparison might not ever hit.

    + System: For "n" from 315 to 325

    -+ System: int(Sprite.X) Equal to LoopIndex("n")

    --+ System: Trigger once

    ----> Sprite: Set 'speed' to Sprite[Platform].Speed

  • Well lets be clear what cloning means. When you clone an object you create a brand new object with the same pv's, behaviors, attributes, etc. This also increases the games total object count.

    Copying, and pasting on the other hand just creates another instance of that object, and does not add to your total number of objects, even if its in another layout.

    So cloning, and copying are not the same thing in the editor. However cloning a layout (right click the layout in the project tab) creates a brand new layout, with no new objects, only the existing ones from the copied layout.

    You should also be aware that objects can have more than one behavior, and most behaviors can be enabled/ disabled at the start of a layout.

  • There's lerp, cubic, etc, or an existing behavior.

    http://www.scirra.com/forum/viewtopic.php?f=2&t=5693&hilit=path+behavior

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • As far as collisions go you can always use canvas.

  • Well I agree it should be simpler, but once you get the gist of it its not too bad.

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

    If you could add like a tag at the end to signify if the texture is tiled or not, it would be nice.

  • I take it you've never tried to slice an image up using tables, or create a template using css.

  • Thank you for your answers.

    > If you only need to output to screen, then yes, this is easy with pixel shaders. If you want to save such altered textures, you would need the canvas/image manipulator objects.

    >

    In fact, i'd like to be able to import like 3 mask textures packed into a single RGB file, as the memory will handle it as a single texture. I'd use those for operation on the screen like to simulate the shadow of the clouds on the ground or so.

    > Not sure, what exactly you have in mind.

    >

    Here's what I meant :

    <img src="http://s2.noelshack.com/uploads/images/18378480478149_whatimeant.jpg">

    It can be usefull to avoid creating too small tiles with several variations (using a single really detailed 512 texture instead, which leaves you the possibility to put more stuff in it). Would also it have an impact on performance on huge surfaces (like a dungeon) ?

    I've toyed with that using a distort map. The U, and V are tileable.

    I didn't notice a big hit to performance, but you are limited on rows/ columns.

  • Not sure, I would guess its a division by 2 thing. Aside from that have you thought about using a dummy detector?

  • Pretty sure it should be all back slashes, and unless you have the file type included in the variable name you'll need another &.filetype.

  • You have to figure a way to pick that sprite, then compare.

    Something like:

    -distance(friendly.x,friendly.y,enemy.x, enemy.y) <50

  • Ampersand is your friend.

    paths\&"pv"

  • Html is not exactly a programing language, but its a good starting point, everybody needs some at some point, and there's not much math involved.

    Plus from there you can graduate to php, or something similar.

  • Yes, especially when you start adding animations, shaders etc. it can really add up.

    You have to take into account your target audience as well.

    Basically the less vram/ better frame rate you have the more systems there are that can run it.