newt's Recent Forum Activity

  • You could try destroying the object on click, and then creating a dummy that doesn't use physics.

    Then on mouse release, destroy dummy, create physics object.

    Trigger once is your friend.

  • The main limitations of CC are: You must have the latest version of DirectX 9 installed, not just 10, but we haven't seen any issues having both installed.

    Then another is hardware acceleration, or rather the limitations with vram. While its great for multiple small instances, large textures simply eat it up, so a great deal of planning is in order.

    You can't just pile on megabytes and expect great results.

    I would say dealing with the quirks of the program is an issue, as I hear that repeated quite often, but the fact is you'd have stuff like that in any language, or engine.

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  • I want to draw a line, which will start from one point (ImagePoint) to the next point. I did it with setting line width with each tick, but it draws from the point in two directions and I want it only to go up. So basically I want to draw a line which will go just in one direction (upwards). How to do it?

    Did you try to set the hotspot to the side of the image?

    Like for width set it to 0x, or 4 on the numpad.

    The if using height set it to y max, or 2 on the numpad.

  • You would do it via events. Like if dummy variable =1 set position to mainsprite image point("1")

  • You can use dummy sprites set to select image points on the main image.

  • This plug: Data Structures

    Would be ideal using 2 timers and a lerp, plus another copy of the plug for the y, unless C2 gets variable vectors at some point.

    You could use the array object as well, but you would be limited in how many nodes you could add.

    Then again, it might be possible to create local variables here as well.

    Dunno for sure have delved into them much yet.

  • No go in r62.:(

  • Well, need more info. Shortest to what?

    The usual detectors are overlapping at offset, and distance().

  • Also, if there is any way to determine which way the enemy will follow the wall in Step 2, that would be great. Perhaps using invisible collision objects?

    You can choose left or right randomly. Like if random(2) = 0 set angle to .angle +90, if random(2)= 1 set angle to .angle -90

  • Im sure there would be a few experienced users who would be willing to teach for pay... (flutters eyelashes for being thought of as knowing a lot)..

    That's kind of what a few are doing with Blender.

    The problem is its a huge subject matter, with many schools of thought, many different ways of doing every little thing, for a universe of different types of games.

    I mean there could be pages, and pages on do's and don'ts, let alone several chapters on the basics.

  • I wouldn't worry about an exe exporter too much. An opengl option is pretty much a given, like the proverbial mountain you have to climb, just because its there.

    Its just that Ashley is half way up Mount Everest atm.

  • Actually, its acting as I would expect. Comparing the variable places those objects into the sol, and with the mouse is over as a sub-event the sol is carried over.

    I think what you need to do is have the mouse is over as your first condition. You can then filter from the pvs that way.

    + MouseKeyboard: Mouse is over Sprite

    + Sprite: Value 'Variable 1' Equal to 3

    -> Sprite: Set opacity to 50

    -> Sprite: Set angle to 45

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newt

Member since 12 Nov, 2008

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