newt's Recent Forum Activity

  • I was going to say you might save some for a Prof-uis license, but I just checked, and jeebus they're expensive.

    Anyway yeah some sort of incentive would be nice for the devs.

    I don't know how your going to deal with the closed source plugs side of it though.

    I mean we haven't had anyone come up with a plug to sell, but I know Lucid is planning on doing one. Not that he should be exempt from donations, because he's already contributed quite a lot, and probably will much more.

  • You've heard of sprite chains before, now I give you the Sprite String!:

    http://dl.dropbox.com/u/666516/sprite-string.cap

    Fun fact:

    If you send an expression a string that is meant to use a number it will convert it to a number.

    Because of this little "feature" you can use GetToken(string, N [, delimiter]) to create arrays from strings.

    While its a bit easier to figure out, I wouldn't suggest using this method for a whole lot of instances, as I've noticed a slow down on anything over 100 sprites.

    Probably because of the text conversion.....

  • Not sure if its another case of doing it wrong, or whether its something wrong with the vector object expressions vector.lerp, or arrays in pv's

    http://dl.dropbox.com/u/666516/vectorlerp.cap

    If I manually set both arrays it works fine ie vector.lerp(sprite.xy,{100,150},1-0.5^timedelta)

    But then if I put sprite2.xy as the second vector it goes haywire.

    I wouldn't think its an issue with picking since there's only one instance of sprite 2.

    Also would it be possible to pass strings as arrays?

  • The set pixels moved is a bit funky,as you should only need to set it once, but I doubt thats the main issue.

    Its hard to say, from the "plugin's non-event code", it could be from solid, or even the inputsystem plug. You might try getting rid of the include sheet and manually add those events to layout 3, but test each line after you add it. If that fails you might try getting rid of the inputsystem plug.

  • Well looks like something with layout 3 is interfering with your event sheet Input.

    My guess is its something to do with the attribute solid, since gridmovement is designed to avoid solids. Like if your trying to do some sort of ai with the object, and the includes telling it to go into a solid that could cause an issue.

    Might try pasting event 112 in the sheet, or a screen shot of it, and any events that might be related to it in layout 3 as well.

    In any case its a bug because of the crash, and it needs to be replicated, reported....

  • Might try something like this:

    [quote:1000bn3f]+ Sprite: Animation "fire" finished

    -> Sprite: Set animation to "Default"

    As a separate event.

  • Ok,are you using transitions?

    Then if that's not it have you ran the debugger?

    Barring any obvious signs I think your going to have to try removing objects from the 3rd layout, and then replacing them with something else. Might try the MagicCam first, and then move to the non default plugs.

  • Well what happens? Like is it just the game or does the editor crash as well, or are there any error messages? Also can you run the game from different layouts, or is just on the layout the object is on? Whats is the last object, and have you tried other objects?

  • I think the biggest issues out there now are resource management with hwa, knowing the workarounds for "features", and the less than obvious issues DirectX 9 brings.

    A platformer, shouldn't be a big deal, but 2.5d on the other hand....

    Well that's more of a complexity issue rather than ability. There is actually quite a lot of built in functionality for that, parallax layers, z height, z index, etc.

    I would suggest figuring out what would be the hardest thing to implement, and testing that out first. That should give you a hint as to whether Construct is for you.

    Then the forum is always pretty helpful for specific stuff that might evade you.

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  • [quote:kahghaz8]Here's a new definition then. For something to be art, the creator must have the intention of making art. The creator must also have an understanding of what art is. A childs painting isn't art. A moron who saw some dadaist calling a toilet art, and decides to do the same thing, doesn't nescessarily make art.

    I see the point, but I would iterate that to a parent, that child's painting could be the most beautiful thing in the world. Then I would say that knowledge of art has less to do with it then the want, or need to create. After all the cavemen knew nothing about dadaism, or abstract, or realism, or even what a collage was.

    Also:

    [quote:kahghaz8]Yelling at someone who cuts you off in traffic isn't art, and that is a form of expression.

    I've know several people who have tried to elevate that to an art form.

    It was stunning to say the least.

  • ...and because C2 is portable, you'll be able to prototype your game even when not on your computer. I use PS for drawing, but I like CC has it's own editor so I can still work on my game when I'm not at home.

    Well there's plenty of image editors that can be done the same way. Gimp Portable is less than 30 megs.

    Anyway that wont be forever, since paid versions will have to be tied to specific computers.

    You wouldn't want a bunch of fully functioning versions flying around on zip cards... even tho that would be pretty cool to have.

    Given the added functionality of drag, and drop of sprites on the editor, why not just skip the image editor part all together? Then if you must, have the animator, hotspot, and imagepoint editor all in one.

  • Its either that or add more pv's ad do some thing like:

    +>every 1000 milliseconds

    ->compare a private variable pvtimer is >1

    -->add one to pvtimer

    +>compare a private variable pvtimer is >3

    ->do stuff

    But the nice thing about that or the timer behavior is that that can be used anytime you like outside of the group.

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newt

Member since 12 Nov, 2008

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