newt's Recent Forum Activity

  • Beats my clamp method.;(

  • ^ Is all doable, with several different ways of doing it.

    And it's relatively easy as well.

    Your only limitations are hardware, and those that DirectX 9 bring.

  • Pretty much. I mean when you get into to values that small, its about as "constant" as you would need.

  • Try thinking of it as a fraction.

    0.5 = 5/10

    Does that make more sense?

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  • Oh yeah!

    I use this one all the time.

    + Sprite: [negated] On collision between Sprite and Sprite

    -> Sprite: Set collision mode to None

    Then sometimes I use this one:

    + Sprite: [negated] Sprite: Pick one at random

    -> Sprite: Place in front of Sprite

    But my favorite is:

    + Sprite: [negated] Sprite: Pick closest to:.x,.y

    -> Sprite: Set position to object Sprite (image point 0)

  • So, like when we get animations....

    Are going to be able to drop images on top of sprites to add frames?

  • .x is the same as get x, here.x, and is essentially the only thing that is changing.

    Lerp(4,there.x,1-0.5^timedelta) is pretty much goggles. doh

    • [Add/fix] Can drag-and-drop PNG and BMP files from Windows Explorer in to a layout, and it automatically creates a new Sprite object with that texture. Could be a nice time saver when you have a lot of artwork, especially while there's no picture editor. (Previously this resulted in a check failure.)

    That's awesome!

  • There really is no significance, its just that 1-0.5^timedelta, or 0.011((1-0.5^1.69306434690952e-002)approximately) is a good percentage to start with... as far as the ease in, and out goes.

    That plus its easy to dial in speed by changing 0.5 to anywhere from .9 to 0.000005.

  • Take your big map and split it up into equal parts. The first layout would be quadrant 1, second layout quadrant 2, etc.

    You can then add triggers to each layout that tell it when to go to a particular layout.

    Like if player x is > 600 go layout 2, if player y is greater than 600 got to layout 3.

  • Hmm this looks familiar.

    Your biggest issue is too many tiles. Just about any computer is going to have issues when you go over a couple thousand.

    Your options are:

    1: Reduce the size of the layout.

    2: Only create a set amount of tiles when they are within a certain area, and then destroy those tiles when they aren't needed.

    3: A combination of 1 & 2, smaller layouts connected to other layouts.

  • Like they say, you have to crawl before you can run.

    My advice: try to replicate an existing game.

    Want is useless without know how.

    As an artist surely you must know you just can't take a brush, and paint anything you want.

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newt

Member since 12 Nov, 2008

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