newt's Recent Forum Activity

  • Yeah. That's a pretty unexpected behavior.

  • Why not just draw a point using canvas?

    It has r,g,b, and opacity, which is your alpha channel basically.

  • Hmm, didn't see this one.

    So this is pretty much like the object pairer from CC?

  • Having some issues with recent versions of C2 not picking via sprite(index).

    Not sure what exactly is going on, since this worked in r95.

    I can only assume that referencing the index of another object is broken now that picking for created objects has changed.

    https://dl.dropbox.com/u/666516/r103easetweenpickindexiidbug.capx

    Ashley

    Are the recent picking changes worth it?

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  • Yeah, but you also inherit features not available to chrome, such as full touch support.

    Which is one of the few things Windows 8 has got going for it.

  • Lowest IID is always 0.

  • I disagree about using globals here.

    In fact this is the perfect place for them.

    Just think ahead, and use one global to rule them all.

  • Potato

    See that's what you call Pavlov's Sprite. heh

    Another "feature" where the objects don't actually exist till the next top level event happens... unless you use on created.

    Edit, ok never mind on the on created, blah, blah, blah, one trigger per event branch.

  • Well it's go to be in the sol in order for "for each" to work.

    So if those objects aren't picked in the initial condition, or referenced in a sub event to the event that created them then, they don't exist in the sol.

    Remember you can filter "for each" to work with only the objects you want.

    sprite.value picked = 1

    for each sprite... do stuff.

    There any sprite that didn't match the value in the variable, would not be iterated.

    As far as I can tell picking is still consistent, as long as you don't use a sub event, or event that's not a sub event to the event that created it.

  • You just need to change your picking. If you move the destroy event underneath the spawn event in the top tier, it works.

    Also, we do have an on create event.

    That might be a little tricky to use if you need to spawn objects that don't need to be destroyed, but you can filter that via variables.

  • Might have something to do with this:

    Quote from the r 100 release notes

    "Bug Fix

    Sprite's 'Spawn an object' spawning the same kind of object could crash the runtime. To work around this, in this case the spawned object is no longer picked if the same type. (Behavior is unaffected if spawning a different kind of object.)"

  • You can use a single object with multiple instances.

    You just define the differences between the enemies using instance variables, and animations.

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newt

Member since 12 Nov, 2008

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