newt's Recent Forum Activity

  • Well you have to remember that order makes a big difference for that.

    If you have an event that takes a bit of cpu, before the event that sets the sprite to mouse, then there will be some lag.

    Perhaps a better workaround would be a behavior for sprite, like what we had in CC.

    As I recall that still didn't fix all lag issues, as the cursor doesn't use the same buffering as regular objects.

    Chances are it will be the same, if not worse for c2, regardless of what you do.

  • Cant you just set position to mousex, mousey using a sprite?

    You then get access to all of sprites abilities, set frame, set animation, rotation, blah, blah, blah.....

  • Yeah, I don't really see the need for relative. C2 takes care of all of that for you.

    Otherwise this plug is highly recommended in my book.

  • That's not possible, all clicks run simultaneous.

    What you need is separate events for when objects are overlapping.

    What that order is will determine how you set that up.

    If you don't really care what is clicked when they are over lapping, then you can just make a generic event that covers everything.

  • Yeah, sounds like you're creating a lot of objects.

  • I know I'm going to regret this, but whats MO?

  • Might do a search on graduated, or weighted chance randoms.

  • Seems CROS set the Achievements program the green light over on Game Jolt.

    http://gamejolt.com/developers/achievements-new/

    There are several plugs already, along with a Construct Classic version.

    Might take a look at the api. Looks like a C2 version should be doable.

  • Having the ability to set the layer an object is on, over in preferences, after you select the object helps a lot.

    You can also move all instances to a layer if you have them all selected.

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  • Global for an object simply means save it's state from one layout to the next. That includes it's x, and y, and any variables it uses.

    That's great say if you have a platform and you want to player to resume its position in the next layout, but, and its a big but, if you have a layout where you don't want that sprite to be in you have to add events to deal with that. So basically you would have to save it's state into a global variable beforehand, which practically negates the usefulness of the global preference.

  • Yeah I know, newt wants everything as a behavior, but this one actually makes sense.

    Yes it would probably brake a few games, but when you think about it, no one uses global for an object because it breaks every thing anyway.

    Then if someone does use it, its usually because they don't understand how it works.

    The way I see it, if you were to make it a behavior, it would obfuscate it a bit, and people would be less apt to add it.

    Then what would really be nice is if you could add the ability to change the behavior at runtime, which, in theory, could solve all the issues with it breaking things.

    Like layout 1 set sprite.global to disabled, or layout 2 set sprite.global to enabled, so it would show up on the next layout.

  • Try sprite.count.

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newt

Member since 12 Nov, 2008

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