newt's Recent Forum Activity

  • I have no idea where you guys are getting this subliminal stuff.

    Any way, I'm off to go buy some cereal (sudden craving for Cap'n Crunch).

  • There's a few things going on that don't quite work with what you want to do.

    To start your globals are set to 0, so it cant create the objects.

    Now while we're on the dummies, in order to index them correctly you'll need to destroy it on start of layout. You may have not noticed, but I placed the text for the dummy object into a container with the dummy, so you should destroy the text on start as well.

    That brings us to the text. The always event places the text with its container the dummy since if you pick one, you also pick the other, but your going to have some issues aligning the dummy/text to your numbers that way. Plus you will have to do a workaround for the hashtable at some point, as it will not accept duplicate key entries.

  • There's really nothing wrong with your original method.

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

    • Post link icon

    Ashley

    As far as preparing oneself by making plugs goes, how closely related do you feel the C2 exe plug sdk will be related to the one for C0.xx?

    And wouldn't it be good practice for then as well?

  • This is really the wrong section of the forum for that... probably the wrong forum period, but in any case there should be a template under new> template/example> pong.

    That should get you on your way.

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  • This is going to sound silly, but in my current project I'm using the image manipulator to place tiles, objects etc.

    For instance, to place my ground tiles I simply draw a black pixel in an image of say 32x32.

    I can then have the image manipulator test for that color, and say if the color at loop x 10, loop y 32 is black create the object ground tile at x of 10*10, and y of 32*10.... In a layout that is 320 x 320. 3200 would be *100 etc.

    Now that might sound limiting, but when you think about it you have 255 states for red, blue, and green, meaning you have as many options for items as you do for colors... literally millions when you take alpha into account.

    With that in mind not only can you create sprites by color, you can also give those sprites attributes like angle, size, and even private variables.

    All you have to do is create your own special palette, and figure what you want them to represent.

    No special level editor required, just any old image editor.

  • Ahh, thanks guys, I'll check those out.

    Actually some of that does give me an idea or two for a my tile based system.

  • Was thinking about setting up my own pure custom platform movement without using any behaviors, and I was wondering what would be the best way to go about the fall, and walking, etc.

    I would want to use states so that I could simulate timescale, as well as something like a turn based system.

    My initial thoughts for a fall were:

    player pv= falling

    player set y to .y+n*td

    But you would of course need a way to stop it.

    I can either add an event to the fall set, something like:

    +player pv= falling

    -+player overlaps at offset family ground -1 player set pv to onground

    --+player set y to .y+n*td

    or

    +player pv= falling

    -+player (negated)overlaps at offset family ground -1

    --+player set y to .y+n*td

    But that still leaves room for errors as you could go past the offset point quite easily.

    Any thoughts on how to avoid that issue?

  • > MS Paint is what comes with Windows, and yes, it ******

    >

    I'm not so sure about that

    http://www.metacafe.com/watch/2066909/insane_ms_paint_drawing_audi_allroad_quattro/

    Maybe tools are just as good as the people using it (so yeah, for me MS Paint ***** )

    Strangely enough that was almost like watching an actual episode of DBZ.

  • + MouseKeyboard: On Left mouse button Clicked
    + Terrain: Pick closest to: Sprite6.X, Sprite6.Y
    -> Sprite6: Move to Terrain [/code:w2utr7pd]
    
    Have the planets pick. If you have more than one unique planet sprite place the planets into a family.
  • The current version of C2 is for testing purposes. There will be a pay version, as well as a free one eventually, but unless your interested in taking part in the testing, you would be better off using C0.xx.

  • New plug developers are always welcome, but I'm not so sure a new sound plug is warranted.

    Granted its use is less than straight forward, but it has most of the functionality you described.

    Not sure exactly what you mean by 3d sound, but the positioned sounds should enable you to replicate that.

    Now if you were to do a full blown sound system, something that did synthesis, as well as playback...

    That would be well received I'm sure.

    Also on the RTS, to me that's more of a documentation issue rather than bad planning, as it can be avoided by simply using a different expression.

    There is a point where you have to choose between functionality, and ease of use. That falls in a gray area... somewhat.

    Anyway, welcome to the board, and happy Constructing.

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newt

Member since 12 Nov, 2008

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