newt's Recent Forum Activity

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  • Yeah it sounds like you want to add a normal map to a texture without having to add the map.

  • That doesn't make sense. You want to introduce artifacts especially when its guaranteed to do that?

    Either way there is no way to change the sampling mode at runtime.

  • Just use the system pick overlapping point. Keep in mind its agnostic to left or right.

  • Here's a tweened example.

    dropbox.com/s/2zmh99dwm6at4tv/3dtext.c3p

    Yeah sure add it before features we can't do with events, and I'm sure it will be that much sooner because I've snarked it.

    That's just how updates work around here.

    No, but thanks for the offer..

    Cool, I didn't feel like trying to figure out a jump sustain in events anyway.

    Although I suppose there's a lot of that going around.

  • You can paste a sprite into a dark filled Drawing Canvas with its drawing mode changed.

    Better would be changing the opacity of a mesh vertex, but that's a feature request...

    > Why not add Sonic physics while we're at it?

    Hopefully I'm totally misunderstanding your post, but it seems like you're pretending I'm asking for a "make my game for me button" simply for wanting a extremely simple and sensible single feature be added to an existing behavior, which ton's of people think/assume already exists:

    See above in the thread how people asked; "You mean like the simulate input/jump action?"

    Right now Ashley already added the great jump sustain feature, and gave us "set vector Y" top allow us to trigger jumps whenever we want, BUT one breaks the other. I'm requesting and suggesting an incredibly simple, straight forward, and logical solution as far as I can tell.

    As you stated already you want the official behavior altered because you consider doing it in events hacky.

    It can be done in events.

    Do you need help figuring out your complex platformer engine?

    Custom behaviors should have custom plugs.

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    Why not add Sonic physics while we're at it?

    How would altering the behavior be less hacky than doing it in events?

    The physics are well defined. A jump starts from a platform.

    A double jump is triggered differently. As in not on the ground.

    As in already jumping, or falling.

    So basically what you are asking for is simulate double jump.

    No that's not hacky at all. /s

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newt

Member since 12 Nov, 2008

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