newt's Forum Posts

  • > WOW!

    >

    I have to second this.

    Dk is hacking 3D into Construct O.O

    This could end up being pretty crazy! Next thing you will see custom meshed 3D models of doom-guy

    ~Sol

    Ill just leave this here:

    <img src="http://dl.getdropbox.com/u/666516/skullmesh2.png">

    Hmm... would it be possible to create a 3D globe mesh, say, a planetoid shape and rotate it around? Then one power of two texture could be use for the planet.

    Id say that's a possibility

    <img src="http://dl.getdropbox.com/u/666516/skullmesh.png">

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  • You know its a good tut when you have the option to set the knobs to eleven.

  • Just checked, and the expression sprite.oid is usable, but sprite.uid is not.

    So there goes that idea.

    There might be a way via picking, to use system create object and switching from one to another.

    Edit never mind, disregard all that, its strictly one image per sprite, copies cannot have multiple images.

  • Any word on the ability of using express for plugins?

    That's probably the main thing slowing third party development.

  • 32 might be a bit excessive, but 16 is would be great if you want high detail.

  • Gotcha, still it might be nice to have some sort of numbering system for z order, but thats another thread all together.

    Any way here's another mesh, to make up for that one.

    http://dl.getdropbox.com/u/666516/test.mesh

    Screenshot?

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

  • Its pretty much the same.

    In a family to pick a particular object in the family you need only pick the family along with what ever parameters. Like if family.blue is at x coords then any object in that family, and at that coord will be selected.

    Like wise you can select all objects in a particular family by not giving any parameters.

    You might also want to look into containers. The difference being that one container object is always selected with the other.

    Then there's the object pairer....

  • Grid behavior wasn't designed for this.

    I would make up a timeline, the have a set of coords for it to follow after a set time.

  • Yeah my bad, I went all Zorro with the editor.

    I'm still spinning from the possibilities with meshes. Geez its now possible to get some really great terrain maps, and I mean maps rivaling even Terragen.

    Edit, just tried it with 3d enabled, but now the shadow is passing threw the hills.

    I can probably work around this using a sprite as a dropshadow, but that brings up another issue.

    Is there a way to disable z depth sizing, and still keep z height?

    Actually I can think of a few reasons to have that as a feature. Z depth picking for say an isometric type game for example.

  • There is a request feature on the tracker.

    http://sourceforge.net/tracker/?group_id=207820&atid=1003219

  • You could maybe do something with the sine movement.

    Like if the character is moving set sine to width, and it will alternate from circle to oval.

  • A small example of the new z depth, and mesh features.

    http://dl.getdropbox.com/u/666516/choppa.zip

    Screenshot:

    <img src="http://i43.tinypic.com/29sgsz.jpg">

  • Might as well throw in loading textures.

  • Or is this a bug?[attachment=0:2fk0mxby][/attachment:2fk0mxby]

    It seems when you have multiple timer's on the timer behavior they interfere with each other.

    Toggle the up events to see what I mean.

    edit:

    .99.2 btw

  • I dont get it, png is a loss less format, so there shouldn't be any change from one to another.

    Now if the images were jpg, that might explain a few things.

    Is it possible something's happened to .99's compression of images in the editor?