newt's Forum Posts

  • I been look into the behavior and think one feature would make this so much better tthen it is now. That is to have a add/edit path function. this give you the ability to make more the one path in the editer.

    it would like the bone behavior add/edit function that lets you make new animations but it will make new path.

    Well you can kind of do that already by using an external file. Then if you don't want to do that you can clear all nodes, and add new nodes via an array. The latter might require an external editor.

  • To use an array object like this you need to get and set the value at x, xy, and xyz.

    Since you only have 6 items to track that shouldn't be too bad, but a huge array with all three dimensions could add a lot of memory, and processing.

    You would then set up a loop to set x at loopindex, x,and y at loopindex, and x,y,and z at loopindex.

    ....Might want to take a look at the Ini object.

  • Ah, never mind I thought he was talking about at runtime.

  • All you can do is copy the image to a sprite, then paste the sprite into a canvas.

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  • Don't use system compare to pick objects, because it doesn't pick anything. To pick objects, use the compare height condition in the list of conditions for the object, not the system.

    That's not entirely correct. If the system compare condition is met all instances will be picked.

    There is a difference, and a different effect.

  • [quote:zrdhyekj]In doing that example I found a bug with the plugin: if the path starts off screen the object will not be drawn.

    I see what you mean. Anything that's off screen isn't drawn because of the way Construct is set up.

    Kind of like what happens with a canvas. Not necessarily a behavior bug, but I guess you could do a work around by not letting it have nodes outside of the layout.

  • That would depend on how you are moving the shadow caster, and how many angles your allowing it to use. You can avoid "extra" angles by setting the number of directions in preferences.

  • Doesn't a group solve this?

  • If you don't want it to shrink past 0, then add a condition to that. Something like:

    System compare trail height is greater than 0

    ->set height, width bla bla

  • The trail object starts out at 17 pixels width, and height, but you have an event that tells it to shrink.

    However once it gets past zero it will go into negative dimensions, and actually grow.

    Cute effect.

  • You know there is a dropshadow object?

    To attach a dropshadow object to multiple instances you simply put it in a container with the sprite.

    Then at start of layout you do a for each on the dropshadow attaching it to the sprite.

    Same goes for a dropshadow made out of a sprite, but instead of start of layout you do an always event and for each on the shadow sprite -> set position to container object.

  • I notice there's been a lot of requests for this lately, and frankly I'm not too terribly interested in it, especially since I don't have a server to test things out. So that makes me wonder how many people here already have a server ready to test things on?

  • Doubtful if this gets changed. The Avi object is more or less a cookie cutter plugin, meaning they made it as simple as possible. Whats really needed is a new object that doesn't rely on Windows controls.

    So until C2 comes around, or someone out there decides to make a new plug....

    Now if you don't want to wait you could use a Python module to open a new window and play the file.

  • Construct doesn't run on 10. Only the latest 9.

  • No change, but as far as I can tell it seems to work. I mean the frames change as long as I don't go over 08/08. Also I don't know that would have changed anything anyways. It was set to call the function after timedelta, and that can be way sooner than 10 ms.

    Sorry tulamide, but it looks to me that function is working correctly, and the only conclusion I have is that something is messed up in the conversion.