newt's Forum Posts

  • Even sadder is the programs they used to copy it are probably stolen as well.

  • If you have any of the .99 versions check in the program's folder for the z map editor.

    The included cap will have all the info to figure it out.

  • Actually that's not a bad idea. I love doing graphics for gui's

  • Don't forget about masks.

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

  • They all look pretty good!

  • I have no idea how it is "hell" to make levels for some people. It works perfectly fine, save for one thing, and that's that you select a placed object by its entire bounding box rather than just clicking on opaque parts. That I'd love an alternative to!

    Defiantly would like to see that one, especially when dealing with isometric tiles, but just like the painting feature, we really don't have any way to know what's doable, and whats not.

  • That's not bad, but you might want to stay away from collision detection, frame skip can interfere with that. When you think about it, there's really no need to have collision detection. I mean its a given that if you swing the sword next to the object it will be destroyed.

  • The thing is you cant even see every frame, that's why most screencaptures are set to go from 40 to 60 fps.

    Plus the events to paste everything into a canvas, and then use imagemanipulator to save it are going to really slow it down, especially if you have to wait a tick....

    And yes you would still need to figure in timedelta in there somewhere.

    Btw CamStudio is a free alternative.

    http://camstudio.org/

  • or insert code which takes a screen cap every frame, then parse together the frames as an anim using some program

    Um...

    Not sure you want to do that every frame...

  • Not to mention rotation, something tile-bg cant do.

  • I thank you, and Plank thanks you as well.

    <img src="http://beansie09.tripod.com/sitebuildercontent/sitebuilderpictures/plank.jpg">

  • Ok Im finished.

    I've given you alternatives for things that just aren't going to happen, and you accuse me of being against it.

  • [quote:330ix2up]Are you talking about the "pick a sprite and klick to insert" system, or the full feature level editor? I doubt the first alternative would require much work.

    We already have that.... Control+v, sure its an extra step, but once you have got the object copied you can paste it as much as you like without having to recopy it. It might be nice if it was only one keystroke instead of two.

  • Not necessarily negative, more like realistic. Sure it might be a possibility on 2.0, but for now adding that would have a few hurdles. Especially when dealing with zoom, right now that is really messed up when placing tiles. Not to mention how the ide would have to change.

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  • > Other than the "painting" feature lets have some feasible suggestions.

    >

    How is adding a simple coordinate system to the import tool not a feasible suggestion? It would save time determining size of sprites, and it is already done in the picture editor so I can't imagine it would be that hard to do.

    How would that work per layout?

    Anyway like i said the chance of duplicates is annoying.

    > scidave

    > You should probably preprocess the images in an image editor, Gimp, or Ps.

    >

    Since it solves a headache that probably wont be solved till 2.0... if ever, and the tools/ scripts to do those kinds of things already exist in programs that just about everybody already has. Plus I'd rather the devs worry about game features rather than graphics problems, that again are solved with standard programs.

    This (adding more flexibility when chopping up tiles) is a common task when bringing in tilesets so why not have the capability in Construct? Since Construct already supports splitting the tiles why not make it a little better? I don't see the reason that this should be done in GIMP... it can't be that hard to implement.

    > But in all honesty making up your own is the best bet.

    >

    Why?? Why should I spend hundreds of hours making cool graphics when I can spend a fraction of that time making a game? You are essentially alienating a large percentage of the casual developer population that doesn't make all their own graphics. Not everyone is trying to make the next big commercial game.

    I'm not saying don't use them, they have their place, but when you make your own you don't have to worry about all the other stuff, like size, tile maps, etc. Plus you'd be surprised how easy it is once you get into it.