newt's Recent Forum Activity

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    $100 isn't that bad for a single dev, but the business version is prohibitively high.

    It makes the assumption that a company with a higher revenue got that way from using a tool they might not even use yet, and then offers no incentive for the thing bigger companies excel at, more seats.

    One scenario it is good for is having one of the bigger game companies pay a contractor to spit out game concepts in record time.

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  • I don't think you can do the "massively" part with the Multiplayer plug.

    You can do a few hundred at most per host, and I don't think they're set up to make it easy to do game instance portals.

    There are of course other methods that would work for a mmo, most will be a bit slower however.

    Anyway better add "how much money do you have?" to "how many years?".

  • The simplest method would be to use the Line Of Sight behavior in conjunction with pick closest.

    Or trig it with pick closest to: player.x+cos(player.angle)*distance, player.y+sin(player.angle)*distance.

  • Nah a Chowdren type of conversion should work about the same for C3.

    The project files are pretty hackable, the export, specifically the exported runtime is the black box.

    Each having the possibility of being unique from any other runtime.

  • I guess he updated it.

  • I would suggest Rex's Timer behavior if you want a timer that works with time scale, and object time scale.

    construct.net/forum/extending-construct-2/addons-29/behavior-timer-42157

  • I understand, this is not an online game?

    If not, then:

    1. create a sprite, an "eye", not Visible.

    2. add a behaviour "SCROLL TO" to the "eye" (not to the character).

    3. EVERY TICK: position the "eye, like this:

    X = player1.X + player2.X / 2

    Y = player1.Y + player2.Y / 2

    It will always center the camera between both players evenly.

    You can just add the scroll to behavior to the player objects for the same effect.

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  • In the time it's taken you to look for the plugs you could have learned the concept, and gotten accustomed to one of the staples of 2d game design that's used in countless other mechanics.

  • You can do it yourself using this formula:

    x = centerX + cos(angle) * distance, y = centerY + sin(angle) * distance

    CenterX, CenterY is the position you want to pin to, image points work well for this.

    angle is the angle between the two objects, the system expression angle(x1,y1,x2,y2) works well for this.

    And distance is the offset distance you want it from thos x, y positions, you can get the initial amount using the system expression distance(x1,y1,x2,y2).

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newt

Member since 12 Nov, 2008

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