newt's Forum Posts

  • Yeah array is best for saving coordinates IMHO, and ini is probably best for organizing strings, and stats. As far as encryption, or anti hacking goes... ehh the more the merrier.

    I mean if its worth hacking then that's a good sign that its worth playing.

    But if you have to there's a few ways to slow them down at least. If you have a server you could have the game save its data to the server. You could also come up with your own encryption. There's probably a few mods for Python that could help for both of those.

    What would be nice is if someone came up with an encryption plug.

  • Ehh I think for my purposes I may just go with a dummy to get the world x,y.

    Your equation may work with some tinkering, but I think I would have to add a pv to keep track of a "virtual" column/ row for "sprite('distortmapColumns')".

    Im guessing what I would need to do is split up the display (displaywidth/(spritewidth/map columns)), and keep track of where that would be in the pv.

    The cap shows kinda what I was hoping vertexX did.

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

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  • Couldn't you get a dummy hit box to do that for you?

    Like if sprite angle = 45 dummy set frame to frame 2, or for something a little more accurate, you could set up the dummy to set its height and width via multiple image points from the host sprite.

    dummy set height to distance(imagepointX("top"),imagepointY("top"),imagepointX("bottom",imagepointX("bottom"))...?

    Ok dunno if that will work haven't tested it.

  • Alright will test that out, thanks.

    I am curious as to why get vertexX is giving width tho...

    I mean I was hoping it would at least give relative pixel coords.

  • Ok math question again.

    Im working with a distort map's get sprite vertexX, and vertexY (Sprite.VertexXY(Column, Row)), but that only returns a relative value from the sprites (I'm guessing) size, IE distort sprite absolute at column 0, row 0 to sprite x +0= 0, and distort sprite absolute at column 0, row 0 to sprite x +sprite width= 1, width x 2 would be 2 etc.

    So my question is, is there any way to get the real world or absolute x from that?

  • The line object, and canvas object "draw line" work the same. (x1,y1,x2,y2).

    The only difference is line uses window coordinates, and canvas uses its dimensions.

    Thing is there is no way to get correct collision detection with line, but you can with canvas.

    As far as primitives go there's no way to fill in either case. Also Python cant draw directly to the Construct window, you can only make calls to Construct objects, like sprite.

    Sprite BTW can make filled primitives out of a distort map, but there's no collision detection on it, unless you paste it into a canvas.

    Good times.

  • Wouldn't it be nice if we could apply a texture to the line object?

  • Once an object is added to a project, it is accessible from every layout.

    To place an object into a layer's object list simply copy and paste from the layout it was added to, or already exists in.

    So... basically, to get the organization your looking for, I'd suggest making a dummy layout, that you don't plan on running.

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  • Thanks for the clarification, and that does sound a bit easier to understand.

    I guess what I was missing was the set default.

    One other question, once you've set up the arm control, can you use "InputSystem.GetControlConfigData" for the next layout?

  • Yeeh, I've got the arm part kinda figured out, and its a good idea, as you might want your players to map their own keys, but presetting controls is somewhat confusing.

  • Search the forum. There are a lot of examples already.

    Might check the wiki for how to use the ini... that's a pretty good starting point.

    http://lmgtfy.com/?q=Map+Editor+site%3Ascirra.com

  • -Sprite on collision with object

    -- do stuff

    ?

  • Not sure exactly what your wanting.

    Are you wanting to make an editor just using python scripting?

  • So far so good, and it seems pretty complete.

    I do think a little more info like setting controls etc. is needed.

    Great job!