newt's Recent Forum Activity

  • Well there's always Google Chrome Frame.

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  • Nice idea.

    Was hoping this would be doable in C2 if it ever got "for each ordered", like we have in CC.

    One thing, even in CC each tick could get bogged down if you had a lot of instances, not sure it would be viable to use it that often in C2.

  • Might try pixel rounding.

    That "snaps" the object to it nearest whole number, and gets rid of the decimals, IE x=1, not 1.5

  • At the moment the best way would be to render the sprites to a strip, and import that as frames, but as code jocks, or 'code meat heads', probably know, 700 frames is just too much to load at one time.

    Otherwise there's a plug to load images from a url, but that wont work for collision boxes.

  • Question is, was the texture power of 2?

  • When you say code, what exactly are you expecting to see?

  • Ashley, I don't mean to pry, would there be anything that an end-user could do to push Construct 2 into the direction of being 3D-game compatible? For example, creating a polygon library?   <img src="smileys/smiley42.gif" border="0" align="middle" />

    Yes, go tell Microsoft so endorse webgl.

    Edit:

    Also there's nothing holding you back from making an isometric type of game In C2. 2.5d was around long before 3d.

  • It can if you are changing frames while standing, and difference from the hotspot to the bottom of the collision mask are different each frame.

    Basically One frame may push the object up, and another may push it sideways, etc.

  • Just speculating, but I'd say, going from the number of hours required it would be close to the $6000 range if not more.

    Most of the things you're wanting a fairly complicated, and you have to consider the complexity of the game itself, which can be an undertaking on it's own.

    Plus it will require a dedicated host, with access to data storage, mysql, php, etc.

  • Shouldn't it be pirate queen? Or is that too un pc?

  • Might check the collision mask.

  • So basically if you have an object that will have multiple instances, and you aren't destroying those instances all the time, you might want to use uid for picking.

    But the best way to use that method is to do it at runtime, and store the objects uid on creation.

    Otherwise, if you want multiple instances, that may be destroyed at random times, use pick "nth", or sprite().

    Not that pick nth cant be used for objects that wont be destroyed.

    And keep in mind its much easier to pick chains of sprites using this method as well.

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newt

Member since 12 Nov, 2008

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