newt's Forum Posts

  • Yeah there really is no specific way to sort floats or integers, other than making up your own.

    I wonder if its possible to have a object, or behavior that could do that for you.

    Edit I suppose Lucid's S plug could do it, perhaps he could give an example of how that might work.

  • New Version 1.1:

    updated download in first post

    ...and there it is: a path editor at edit time. Made from a gutted physics behavior.

    Well there ya go.

    I can think of several ways to make my own but I have to say I never considered using the Image Manipulator. Seems rather a complicated solution compared to some other methods you could use. Such as:

    > + For each sprite ordered by sprite.value('node')
        -> Set waypoint at sprite.x, sprite.y
    [/code:2jqxzl36]
    
    Not to mention the problem of telling which direction you intend for the path to go based on where the next pixel is.
    

    You can also test for more than one different color.

    Plus there's all the nifty things you have access to in the better image manipulation programs, bezier curves for example. All much easier to set up than a clicking one x,y at a time.

  • Ah, I just realized that you have to create the path first with actions. Never mind on that part.

    I still think an actual visual editor would be best for this sort of thing. It would make it much more user friendly and remove the need for .path files. Still, I suppose it's no big deal to set a path with small "waypoint" sprites in the editor and use a loop to designate your path with the path object.

    You could make your own and use an image to create the path.

    Using the image manipulator object all you have to do is test if there is a pixel at a particular point.

  • Cool, should make for some nice little transitions.

  • MD5, its old so it may not work anymore.

    http://www.scirra.com/forum/viewtopic.php?f=16&t=1613&p=11290&hilit=md5#p11290

    Also dont forget about the Game Jolt Achievements plug, its still in beta, but it should be out soon.

    http://www.scirra.com/forum/viewtopic.php?f=5&t=5299&hilit=Achievements

    Further more what about fx? Those need to have a home as well.

  • Check your fps on that, every time I use it it goes way down.

  • Yep:

    But I also have David's 0.83 fixes for new shaders and stuff. That's probably why it's not working for Genesys. You're probably just going to have to wait for 0.83 to come out

    I dont have Davo's update, and thats exactly how its always worked for me.

    Basically like a bumpmap for dropshadows...?..?

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  • Well then if thats the case then yeah he would want platform.

  • I've noticed that if you place more than one initial condition using a family, and a private variable its taken like Or, instead of And.

    <img src="http://dl.dropbox.com/u/666516/familysubevents.jpg">

    In the first event multiples as well as different objects are picked separately, as expected.

    In the second any object the mouse is over, as well as the object with a private variable = 3 is picked.

    Then in the third everything works as expected by using a sub event.

    Am I not correct in assuming that conditions in the same line should be considered like And?

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

  • No Im not say change it because its broke. Matter of fact Im not even sure you can call that broke.

    I am saying that the Custom Movement Behavior might be better because he doesn't seem to need, jumping, falling, or even gravity, let alone the keys that are mapped out for those functions.

  • Didn't say anything about push out.

    But I will say that wont work for restrain.

    Also that using is on ground is quicker to set up, just like is falling, or is jumping.

    Edit

    Any Im just saying what ever works well is the best way to go.

    Perhaps a behavior that works in conjunction with the platform behavior is in order. I mean why be forced to use a different behavior for npc's or ai objects, just because you have to disable player input.

  • <-Looks for "Is on ground" condition in custom movement behavior.....

    Nope not there.

  • Well number one he's not using standard platform movements, IE actions that require jumping, gravity, etc, as well as re mapped keys. Number two consistent speed.

  • Might as well go with custom movement behavior.

  • I agree, plus the solid attribute works with other behaviors, unlike physics.