newt's Forum Posts

  • Its all true, and yet we have no one to blame, but ourselves.

    Question:

    What happens when you add money to a pile of burning crap?

    Does its smell better? Do the flames magically disappear?

    No. The flames grow higher, attracting even more to the bonfire.

    I say no thanks, Ill make my own pile of bullsh!^. All are welcome to come and dance with me by the fire.

  • > this is just and excuse not to work on the onin pgin

    >

    I think Rich understands how important his work on cloning pigeons is.

    I don't know what your talking about. Clearly he's talking about onion ploughing.

  • Like Ashley said there's no way to do it, especially since you cant point an event at something that doesn't exist.

    So obviously using a blank or target object is the only way to do it.

    We just need better tools to do that, and to tell the difference between the instances.

  • <preempt Ashley>

    I think you mean Text.Opacity + or - (1*timedelta).

    </preempt>

    Ok, sure if the text is moving.

  • Yeah the fade behavior is a bit hard to get right, thats why I generally use my own.

  • Mouse is not over object(inverted)

    text set opacity Text.Opacity -1

    Mouse is over object

    text set opacity Text.Opacity +1

  • So.... Jamaican more?

    Ok that one was pretty bad, but seriously Jarzka any contributions are always welcome.

  • > Would that be doable with a custom plugin?

    >

    No, there is no interface provided to plugins to do this, and the runtime doesn't support it. The SDK doesn't have the capability to fundamentally change the way the runtime works, it merely communicates.

    Besides, if you could, how would you add events to the new object type? It couldn't possibly appear in the event sheet editor.

    Yeah It would be a pain, then you'd probably have to implement a target object, and that pretty much makes the whole idea pointless.

    Perhaps just a generic sprite importer/ exporter for layouts?

  • I checked this out a bit. I was thinking you would need to time it per tick, but it seems to work fine with one event. So there's probably no reason why you couldn't use a loop for all of it.

    System: 1Start of layout

    SpritePause current animation

    SpriteSet animation frame to 2

    SpriteLoad frame from AppPath&"attack e0001.bmp"

    SpriteSet animation frame to 3

    SpriteLoad frame from AppPath&"attack e0002.bmp"

    SpriteSet animation frame to 4

    SpriteLoad frame from AppPath&"attack e0004.bmp"

    SpriteSet animation frame to 5

    SpriteLoad frame from AppPath&"attack e0005.bmp"

    SpriteSet animation frame to 6

    SpriteLoad frame from AppPath&"attack e0006.bmp"

    SpriteSet animation frame to 7

    SpriteLoad frame from AppPath&"attack e0007.bmp"

  • I started it today and finished it today.

    No point in Russian through it.

    ... oh like you didn't see that coming.

  • Does Construct runs in ReactOS?

    As far as I can tell DirectX isn't fully implemented. They seem to be using Wine as a sort of template for the whole thing... that should give you some idea of compatibility.

    Btw the projects past is kinda iffy, as I recall there was a huge screw up a few years ago. Something with one of the contributors adding bad, or copied code... Im not sure.

    Not that I don't wish them well. If they can pull it off, I'd be the first in line to use it.

    Im just saying I hope that nasty bit in the past made for a learning experience.

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  • heh

    Probably the best thing would be a sprite object exporter/ importer. Something that could export all settings for the sprite as well as all behaviors, including mesh's, bones, animations, etc.

  • What is wrong with simply using an universal Sprite object?

    You could set up animations on that, but it would be terribly contrived.

    One thing you cant do with a single object is have different behaviors.

    Then again you would need the ability to add behaviors during runtime as well.

    Probably out of luck with bones tho....

  • Um hwres the spell check?

  • You probably have to force the sprite to the frame before it loads it. I guess that would mean you would have to have an existing frame in the sprite as well.