newt's Forum Posts

  • You can close the properties, object and right sidebars. Or just double click on the header to make them dock-able.

  • Did you try using the maximize in the upper right hand corner?

  • Yeah, all that, plus it's still in beta. Just imagine what 2.0 will be like.

  • Ok, now lets see that work with the bitmap font plugin. If you could get the pencil to actually look like it's tracing the letters, you might have one hell of a name input screen.

  • Probably a feature. You can have a sprite's z set to front or back regardless of the layer its on.

    Plus there's a chance that objects created are sent to the front.

  • So now all you need to make this viable is an editor to make up models, and a plugin to handle the math.

    Unless you don't plan on using pre-made mesh's.

    I suppose you could have the plug have predetermined polygons that you simply skin.

    That would probably help with collision detection as well..... ramble, ramble, ramble.

    Its a nice step.

  • Curious, how many objects to make up the box?

  • So I had this idea to take a semi-tillable image and use the distort map to make a building

    Check the cap.

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

    Its close to what I was wanting to do, but to get the displacement right, I'll need several more rows.

    The question is, is it worth it? I mean I can either draw a sprite up, or figure out all the math, etc involved with this, but in all honesty its still going to take up about the same amount of resources.

    With one slight advantage to drawing it, and then using a height map on that, cause I'm pretty sure I couldn't use a distort map like in the cap and then use z height on that.

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  • Did you give him the swine Sol?

  • Not with bones, you might try the sine movement set to angle. As far as the overlapping or collision event you will have to disable the movement, and use something like:

    leaves.family overlaps at offset pointer
    leaves.family set sine movement deactivated
    leaves.family rotate towards pointer[/code:19ta4njt]
    Then duplicate that and invert it
    [code:19ta4njt]leaves family does not overlap at offset pointer
    leaves family set sin movement activated[/code:19ta4njt]
  • Can I get an example, cause as usual I'm doing it wrong.

    System: Always (every tick)

    SystemCreate object Sprite 0 on layer 1 at (NormalRandom(300, 100), NormalRandom(200, 50))

    TextSet text to NormalRandom(300, 100)

  • Check under the system expressions for math you'll find this:

    Normal distribution random

    Pretty sure I haven't seen that one before.

    So what exactly is its usage, I mean besides a random generator. I get mean, but sigma???

    NormalRandom(mean, sigma)

  • Well there ya go. That's actually a lot easier than I thought it would be.

    Guess I should pay more attention to the system expressions.

  • There's no specific command for it, but it's doable with a bit of math.

    I'd figure it out for you but all I remember from college is how to drink and smoke.

  • Its not supported.

    How ever you can use a sprite as a dummy, and set the sprites to the start and end positions of the lines.