newt's Forum Posts

  • Ok forgive me if I sound like a newb, but I'm still trying to wrap my head around this for 2d.

    Essentially what your wanting to do is set how much, and where a single sprite will be deformed when its moved by the bones?

    Then to do this you'll be going into the sprite and scale it by rows or columns of pixels?

    Example:

    !!!!!!

    could look like

    !

    !

    !

    !

    !

    !!

  • I was just thinking something to to separate the objects in the object dialog by layers.

    Like

    Layer 1:

    sprite

    sprite2

    Layer 3:

    Sprite3

    sprite4

  • Um I have a little suggestion. How about a category for layers?

    Its kinda hard some times to tell whats on what layer.

  • Um Im gonna say ((weighta + weightb) + newweight)/2= newweighta + newweightb

  • Hmm, sorry here too, I knew I shouda put that smiley down.

    Any way, its still no go for me. It just comes up with the same error.

  • You have to extract it first.

    I may be dumb, but I'm not stupid.

  • Sorry, my old pc just coughs, sputters, and spits out an error message.

  • Ah ok I see now, I was expecting the behavior to return the sprites to normal on inactivation.

    Thanks for the suggestion on the sizing issue, I still think a scale action would be nice tho...

  • Already looks really professional, although I think I tied mine into a knot.

  • I got the idea to do this:

    From Deadeye's example.

    The question is, why is it randomizing the sizes of the sprite while giving it random angles?

    Not that I'm complaining mind you, I was planning on doing that anyway.

    Which brings up the request, could we have a set way to set a sprites size other than having to do it separately by width, then height? The reason I ask is because if you just go in and say set sprite length to random(x), then do the same for width, you wont have the same aspect ratio.... unless your lucky.

  • Well I dont have shaders past 0.0 so Im not sure what the warping does.

    I'm assuming it gives like an underwater effect?

    Any way I was thinking would it be possible to turn off the effect when its scrolling, then turn it back on when there's no movement?

  • Byproduct thats more like a mutation.

    Awsome effect tho

    Also holy fing cow look at this code

    System: 3 For each Blue 0 
    Green: 10 Value 'ID' Equal to blue('ID')+1
    

    GreenSet position to BLUE.x+(cos(angle(BLUE.x,BLUE.y,Green.x,Green.y)))*(BLUE.width), BLUE.y+(sin(angle(BLUE.x,BLUE.y,Green.x,Green.y)))*(BLUE.width)

    GreenSet angle towards Blue 0

    CanvasDraw rgb(lerp(0,255,green('ID')/green.count),0,lerp(255,0,green('ID')/green.count)) line opacity 100 from (blue.x, blue.y) to (green.x, green.y)

    CanvasDraw rgb(lerp(0,255,green('ID')/green.count),0,lerp(255,0,green('ID')/green.count)) line opacity 100 from (blue.x+(cos(blue.angle-160-blue('ID')))*(blue.width*2), blue.y+(sin(blue.angle-160-blue('ID')))*(blue.width*2)) to (green.x+(cos(green.angle-160-green('ID')))*(green.width*2), green.y+(sin(green.angle-160-green('ID')))*(green.width*2))

    CanvasDraw rgb(lerp(0,255,green('ID')/green.count),0,lerp(255,0,green('ID')/green.count)) line opacity 100 from (blue.x+(cos(blue.angle+160+blue('ID')))*(blue.width*2), blue.y+(sin(blue.angle+160+blue('ID')))*(blue.width*2)) to (green.x+(cos(green.angle+160+green('ID')))*(green.width*2), green.y+(sin(green.angle+160+green('ID')))*(green.width*2))[/code:3efuputc]

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  • Hmm, I wonder if thats vector?

    Anyway the ocean waves are frigen awesome

  • Might be nice for putting games on a stick.

    Also unrelated 200 get.

  • Could be a couple things, there might be an issue reading the updated flatfile, you might try using multiple files, or you might be downloading something Construct wont handle.

    I tend to think it's the latter.

    Dunno check the server to see how its saving, and appending files. I have no idea if Construct cares if the files are ANSI, or binary, you might check that too.