newt's Forum Posts

  • That is an image, you cheater.

    I dont know what your talking about.

  • :P

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  • So...

    Always

    Particles set position to

    ((Sprite.X - DisplayWidth*0.5) * 100 / (100 - Sprite.ZElevation)) - DisplayWidth*0.5

    ((Sprite.Y - DisplayWidth*0.5) * 100 / (100 - Sprite.ZElevation)) - DisplayWidth*0.5

    Was kinda off. My particles initial x,y were way off the layout.

    I must be confusing something somewhere.

    [quote:1atz9zia]Where Object.Value('X') is Object.X before any Z emulation.

    Aren't they the same?

  • OMg I had no idea that kinda stuff could be made Oo me wants to learn how to do s**t like that especially if you could make shadows react to landscape

    Not sure what you mean. I mean you can do some bumpmapping, but something like the shadow caster behavior would probably be out of the question. All though you could fake some shadows with a color filter. In fact you kind of have to if the terrain is all one texture.

  • Well actually my current fix is to use just a separate layer, and no z heights for the sprites.

    The only thing I'm really missing is how the drop shadow object is effected. Its not really a big issue even because I can offset it to compensate somewhat. The size of the drop shadow is the only thing I cant change, but I could even fix that by making my own out of a sprite. Dunno perhaps the ability to change the drop shadows size should be requested.

  • Yeah, I'm pretty much screwed on that one I think.

  • A cross between GTA, and checkers might be a better way to think of it. I know that makes it sound real dull, but there are a lot of cool things you can do in a turn based system. Look at some of the older turn based rpg's out there. I know of several that take a few minutes just to show a magic spell.

  • Are you using it on the object, or the layer?

  • Yeah it's no big deal, but it was a bit scary when I first noticed it.

  • If it's a separate animation you could probably just change the length of the cycle in the animator preferences.

  • 1:There's a check box in preferences that says center view on me.

    2:Try the condition "Every x ticks" set to 250ms, than add your mouse & keyboard condition V is down by right clicking and choosing add new condition.

    Have you tried the Ghost shooter, or Platform school tut's yet?

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  • I have some objects set to a certain z height, how would I go about getting something like particles to show at that same x,y,and z?

    Is there a formula for doing that, or perhaps it should be done via another layer set to a different scroll rate?

  • Obviously you couldn't do anything even remotely resembling real time. That is a given.... duh.

  • Not sure if its a recent change, but it seems you cant get collision detection on sprites less than 2x2.

  • You could do something based on nodes, or way points, like if another player gets to building A it sends an update. Then the individual clients could use some sort of interpolation using last know coords updated to the new one.