newt's Recent Forum Activity

  • Okay, I just discovered that you can't access an object's ID through expressions. THAT would a good idea to implement. Unless I'm somehow missing something.

    Might try instance count ie sprite(index).

  • Still a little hazy, but I would start with a container and an object that does lists on the sprite that your dragging, unless your dragging one of the instances.

    That way the object being dragged can add all the sprites to its list, then to avoid recursion you can do a loop comparing the overlapped sprites to something say the uid. Something like sprite overlaps sprite system compare sprite uid does not equal list(loopindex)... add uid to list.

  • Jersey Turnpike for Christ,... wait wut?

    Anyway the Ghost Shooter tut should be the best place to start if you haven't tried it yet.

  • Still need a little info. Like are these all the same object? Then what do you want to happen afterwords, as overlapping is a continuous event.

    The problem is that :"sprite overlaps sprite" will look at every sprite instance on the screen, and select those that meet the condition, including any that are overlapping sprites where the pv is already changed.

    +> sprite value = 0

    -> sprite overlaps sprite set value to 1

    Wont work correctly, as there is the possibility that a 0pv sprite will overlap a 1pv sprite.

    Also, overlaps doesn't start with some random sprite. If you want a certain group you will have to come up with way to pick that group.

  • Edit:

    Never mind I'm an idiot.

  • So what your saying is once sprite overlaps sprite pick both sprite, and sprite, and add them to a list of sprites that will not be picked again unless they overlap a previously unpicked sprite.

    Yeah a pv wont handle recursion, so you need a list. Lucid's "S", Ars0nide's Datastructre plugs Deque, or even the List Box object will work. That with a pv, and a loop.

    Edit:

    Actually Uid rather than pv might be better here....

    Or multiple pv's

    Then you wouldn't need a separate object as each sprite could hold its index, as well as an "is selected" pv. But then you have to get tricky with picking and pv's to avoid adding previously selected sprites.

  • Instead of per pixel, how about a grid of less points spread out?

    . . . .   instead of      ........
    . . . .                   ........
    . . . .                   ........[/code:2v0bvtzp]
    If that makes sense.
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  • Oh, how unexpected. The MOD object was a pain in the *** to be frank, this should come in handy. Thank you so much R0J0hound!

    ^This x10

    One thing, should play music from resource have an alias?

  • Awesome stuff.

    Should make recursion a breeze.

  • I'm happy to say that it finally works for me! If anyone is having nVidia sprite editor glitches, try re-installing your drivers, selecting a custom install, and have it NOT install the 3D Vision drivers!

    I'm so glad I can go back to making my game! Yay!

    Are 3d objects working?

    3dbox, 3dobject, Sprite Z-height?

    And what about FX, are they all working as well?

  • Forgive me for even suggesting it but,.... FX?

  • How about both, a local value, and a non declared variable?

    Also arrays.

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newt

Member since 12 Nov, 2008

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