newt's Forum Posts

  • Oops, sorry didn't read all the first post.

    Still it looks a lot like the bug I was talking about, as it looks like the first row of pixels is not showing up.

    Hmmm 512 is a pretty big size, perhaps you might try cutting it down a bit.

  • Wasn't there some issue with non power of two textures with tiled bg in the past.

    The image you posted doesn't look square even, so I think you can assume thats whats happening here.

  • Los is a bit iffy for this, especially with two behaviors that do almost the same thing.

    I would suggest going at this from the other side such as "if enemy is overlapping solid".

  • [quote:xs3v3iqn]And a built in T-Rex simulator

    Wut?

    Any way yeah bones exporter sounds nice.

  • Pixel's way sounds pretty good. All you would need is a private, and a global variable.

    Something like:

    global.picked is less than 2

    -on object card clicked add one to global.picked

    --object card set frame to turned

    global.picked is less than 2

    object card frame = turned

    object variable = club

    - object card destroy

    - set global.picked to 0

    Course you might want a loop if your doing all 52 cards.

    Also the function "call function after delay" would work nice here.

    The key is picking.

    Edit yeah dont use frames to compare use a pv.

  • Might try image manipulator copy to tiled bg. Not sure if it will work, I know it doesn't with canvas.

  • Lets ask Davo to add it to the resource folder.

    Also you might try saving the cap to a folder where the model is and then use appath.

  • True some things like sprite[index] should go without saying. But a lot of these are plugs, does that require a huge change to the program to get those?

  • storing bitmaps as svg could prove weird >_<

    Yes, but quite useful for a distortmap.

    Speaking of distortmaps....

    Can I has yaw, pitch, and roll for z on a distortmap?

  • What I suggest is put all of your letters in a long strip, tiled at a uniform size.

    Use a SINGLE SPRITE and import them as animation, with speed 0. You can use the import animation panel to chop them up automatically.

    Choose the frame number at runtime, right after creating the sprite.

    This will be much more manageable, in terms of not having a jillion objects, no unwieldy text rendering and you get to control the letters behavior as individual sprites.

    You can also import them as a separate animation, if you want them animated.

  • Please take my wife. ba dum bum ching

  • The only thing that could make a difference here besides dimensions is color.

    You could try reducing its bit depth, but since everything is saved internally as png... its not going to be a huge reduction.

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  • You could try timescale here.

    Unfortunately it effects everything that uses timedelta. Hopefully that will be remedied in C2.

  • not sure what you mean by nonhomebrew/cracked, but I know I want hwa, and shaders, that'd be like not supporting accelerometer on phones, because it wouldn't work on pc.

    I know you didn't say those should be taken out, and you were just giving examples, but I think c2 should take full advantage of any platform exclusive features if possible. if not it will just be a jack of all trades, master of none, instead of a supreme ruler over all dominions

    Well by homebrew I mean like a cracked Iphone, cause lets face it not many people are going to be willing to put up with Apples license nonsense.

    Also its true that many that many platforms may have something that pc might not, like touch screen etc.

    So your just going to have to gauge what features are most important.

    Not sure about what all Android or Xna can handle, but the only one that compares is Linux.... then again compared to Windows It's market shrinks dramatically.

    Hmm ......market, as well as features need to be considered.

  • The layout object is a way to show another layout within the current layout... but its terribly bugged.

    Also you cant copy an entire layout, but you can copy and paste events.... so long as the corresponding objects exist.