skelooth's Forum Posts

  • I get 120 fps and 15% cpu in the first example (40-60fps while moving)

    and in second i get 60fps 20-24%cpus (40-60fps while moving)

    Chrome, corei5, gtx265

  • Yes, that solves the problem, but adds the overhead of having to keep track of another UID for what I am doing. I may just end up doing an on every tick to set the position. Thanks!

  • Good idea, thanks!

  • I would like to add a health bar to a sprite that always hovers a few pixels over its top most side.

    Both position only and bar style track the pinned objects rotation, but I want to remain directly north of the sprite at all times.

  • Basically I'd like to do something like

    if (Sprite.hasImagePoint("Named Image Point")) 
    {
    Sprite.spawnAnotherObject("at that point");
    }
    else
    {
    // do nothing
    }
    [/code:1hofoqlm]
  • I agree, the people here have all been fantastic and are friendly and helpful!

  • PNG files can only hold compressed image data and an alpha channel.

    TIFF files store layer information, have the option of uncompressed data, and hold extended color profile information for use in things like photoshop and gimp. They are two formats with two intended purposes.

    PNG is, for the most part, strictly an export file format meant for display on end user systems. Designed to replace the GIF file format many years ago.

  • Why sending as tiff files? why not send just png? tiff files take unnecessary size and are only good if you are going for printing.

    Beaverlicious sent as a rastarized set of photoshop layers. I also believe PNG is compressed while TIFF is larger because it contains uncompressed data, making it more ideal for opening in graphics programs.

  • It is amazing how much time game development can suck away <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    I rewrote parts of the dialog system *again*, now buttons attached to a blurb of text can call an infinite number of functions, and all of the function names and paramaters can be set right in the c2 data editor in an easy to do way. I've basically set my self up to create a "choose your own adventure" book easily.

    I added toasters! Originally I was going to display information like this in the commlink, but that is not flexible enough. By using toasters can display important information at anytime (when an enemy dies for example or an item is received).

    The moon now blows up! I reworked a lot of the debris code as well so that I can blow up a variety of objects, as well as cleaned up a lot of previous code that I had written before understanding how picking worked.

    I've learned a LOT about C2 in these past few weeks. As long as you work the way C2 wants you too it is extremely flexible. I can't wait to see what I accomplish tomorrow.

    No push tonight, I thought it would be fun to just do a video

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  • "But from the perspective of someone trying to learn enough programming to make a game"

    Yeah... I don't even know what to say to that. It is clear you have very little experience with software development or why it's such a highly paid in demand career. If you think writing an engine from the ground up is somehow trivial, you are sorely mistaken.

  • Can you provide a source about the "hack"? I was not aware of them, and would love to know what he exploited.

  • "Art is harder to learn than programming because it requires practice."

    These words could start a war in most offices. I find it difficult to refrain from refuting you.

  • You could use something like blowfish, or md/sha sums, but ultimately you really want a sha2 ssl cert on your server.

  • I really love construct2, that's all I can say. Thank you for the link!

  • Lets say I have an image of a ship, and for whatever reason, I need to have a seperate type of sprite object that looks the same, so I clone it.

    Will those two objects share the same rendering surface?