newt's Recent Forum Activity

  • Try dividing the height of the sprite, by how many different tiles you have.

    If your image was 4 pixels high you could say sprite set y to y+(-4+random(4))

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  • TastyBytes You guessed correctly, just add the for each as a sub event to on start of layout.

    So:

    Start of layout

    -for each tiled bg, create left, right sprite.

  • Grats!

  • if someone would actually test if basic things like exporting work before posting a new release nobody would need to give any examples. latest version doesn't export correctly. sprites don't show up, keyboard blugin doesnt work. I did pay for the program, so I'm expecting it to work, I'm not a beta tester, if I was, I would get paid for it, not the other way around, right?

    You can either:

    A. Ask for your money back.

    B. Give them something to work with.

    ....just saying.

  • Want fixes? Give them an example of whats happening.

    "It wont run" doesn't explain didly squat.

  • Well you can use the canvas object in many different ways. Not only can you paste objects into it, but you can draw, and retrieve data from it.

    If you were to treat one like a mini map, you could have an image already loaded into the object, and get positions from that. Like if rgbaAt(x,y)= black create object walltile at x,y*tile size.

    You could use this to tell where your players "quadrant" currently is, and create objects accordingly.

  • The Canvas Plug can also act as an array.

    rgbaAt(x,y)

  • Yeah the current method with a contiguous number for each line is better imho. If you get an error, you're not going to care if the offending line is a subevent. All you're going to care about is where it is.

    My issues are telling subevents apart, that little line doesn't help with a lot of events.

    I mean what am I going to do, get the ruler out?

  • Got it, working now.

    You are a programer in my book.:)

  • Um somethings not working correctly. There's extra files in the zip, and the updated demo isn't working either.

  • Well it ain't drag and drop, and I wish people would stop calling it that. :P

  • Cool.

    Really nice plug here Pode. Thanks.

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newt

Member since 12 Nov, 2008

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