newt's Forum Posts

  • There should be no need to disable avi, all objects added are available in all layouts.

    If the object is showing up on the wrong layout make sure it's not set to global.

    If it still shows up (some objects are still a bit buggy) then just destroy it at the beginning of the layout.

    [quote:25ojzkvw]and How i make more levels in Construct? (example: level 1 - forest, level 2: sea)

    um, go to layout # perhaps? Not sure how to answer that since you seem to already know how to make different layouts.

  • Any word on this yet?

    I've just found out that using multiple sprites to make a z height map wont really work. 3d sorting gives a slight difference between the tiles, so you can actually see between the tiles, even if they are right next to each other. So what I really need is a tileable repeating texture... on a sprite, cause one huge sprite is a big nono.

  • David was working on a standard pc controller plug. Hopefully it will be out soon, Im kinda needing it for one of my projects too.

  • Just add a layer fx to the Reflection layer.

  • its strange how the normal function call has a forget and remember picked objects but the delay one does not.....

    I made a suggestion for it a while back, but Ash said there are a few issues, namely spawning. Like if someone were to destroy the object that was to be remembered in a separate tick, before the delay was called.... there would probably be an error.

  • Well that's the way that open source is supposed to work, although I'm not quite sure what the license status of the default plugs is....I mean since they're a separate entity and all.

    Any way something like what they do with the wiki would be good. Like if you want to have access to a special separate cvs you first gotta ask for access.

  • You can either physically restrain the objects by checking that the distance between then is less than display width, or zoom out under the opposite circumstances....but its hard to say for sure without knowing how your moving the camera.

    system scroll to Qarp(spritea.x, spriteb.x, spritecx, 0.5)

    should work most of the time, but there is a chance for objects to scroll off screen.

    To restrain the objects the expression Distance(x1, y1, x2, y2) < display width should work.

    Btw the custom movement behavior has that built in.

  • Well the current thinking is that the universe is flat....

  • Yes the devs will often read peoples minds to know how they think something should work.

  • There's timers, as well as a timeline object, and a timer behavior.

    Just how would you want it implemented? Like the "call function after delay" of a function?

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  • Once that transparency bug is fixed we should be able to do all of that.

    Plus I'll have semi-transparent animated water, and fairly realistic fog.

    Hmmm, guess I could probably do some interpolation between two different seeds as well.

    Oh yeah there's more, much more you can do with this. Imagine grass applied to plains, snow applied to peaks.

  • Ok I see.

    http://dl.getdropbox.com/u/666516/perlinzheight.cap

    Now where's that Mr Burns gif at... oh here it is.

    <img src="http://dl.getdropbox.com/u/666516/mr_burns.gif">

  • I think its pretty much planed for 2.0, well at least the unicode stuff is.. I think.

  • Ok, just wanted to make sure as a sprite distort map's coords are only relevant to the sprite.

    So setting a vertex z height will only work as long as the sprite lines up with the noise.

  • So the noise will always have the absolute coords of the layout, starting at x=0, y=0?