newt's Forum Posts

  • Well to start off, thats not a collision event, thats a ... erm, not overlapping event.

    Any way what I think is happening is that your detectors are past the trigger point when the overlapping starts.

  • Keep in mind distance(x,y,xx,yy) works off of hotspots, so the distance is basically half the radius of the circular field of vision. So distance() will give you 360 degrees regardless.

  • Im not getting that, I do see a bit of a delay sometimes. Perhaps if you used mouse is over object, or on object clicked instead?

  • Just use a knob. Still more than one event, but it can all be contained within subevents.

  • Yeah you dont need to define type1, or type2 with quotes. Since your already saying that it is text there is no need. Therefore if you add quotes it will look for them in the comparison, "type1" would have to be ""type1"" then. But it wont even let you use ""type1"" in the comparison anyways.

  • The crash seems to happen after you try to add image points. If you just add a sprite without doing anything it works fine.

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  • I don't think Wine updates to the latest DirectX very often.

  • Yes its a trade off, 16x16 may not take up much memory, but then your using the processor to generate the texture. 16 x16 is not good for tiling, it eats up frame rate, and it makes up patterns, even though its seamless.

  • Why is this strange?

    Its still going to draw each texture each frame, you've just varied the size. So instead of drawing one texture, your drawing 70 each frame.

  • Well one of the problems with picking by uid is that you have no direct way to tell what a particular multiples uid is. Pythons sprite[index] makes that really easy, because the index is based on creation.

    Then if you wanted to use something like the Custom Movement Behavior's restrain distance from object, you still have no way to specify which instance you want it to choose.... Unless you use the family hack.

  • From what I understand that would take a deal of rewriting within Construct. However Lucid did mention that it should be possible to make a plug that would do that for you.

    This defiantly something needed for C2.

  • There is an fx called outline that will draw a border around the objects for you.

    If you were to apply the fx to the layer it would automatically do what your trying.

    That is if the border sprites have no other use.

  • Off the top of my head, Id say it would be useful for when you only want one collision mask. Plus its a much easier, and quicker way to get the mask where it needs to be. True you can just use a sprite as a dummy, but setting it up, and the fact that you use dummies for tons of different things should make it worth it.

  • Just a thought. This would be basically your all around dummy object, except it would have no image attached. Instead you would attach it to another object, much like the drop shadow object works.

    Once it was attached it would then copy it's host's image data with out color for per pixel collisions, in fact it would still have zero opacity, but could be used as a collision mask. I think to do this though you would need an object as well as a behavior, so that you could attach a sprite to it, instead of the other way around.

    Thoughts, ideas?

  • "it is good to note that large images can freeze Construct like when you remove them from animations."

    This is what newer users need a tutorial on. They need optimization tips on how to deal with the fact you cant just pile graphics on.