newt's Recent Forum Activity

  • Well look at it this way.

    C0.x is still open source.

    Gullen^2, perhaps you should just change the name from Construct 2, to something else and avoid the headaches.

    <- runs off makes another useless logo.

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  • I guess its safe to say p^2 might have an effect as well.

  • Well if the mask was off it could cause that. I usually just delete the mask and fill the box for platform stuff.

    Any way if its not the mask, then it sounds like the image is getting flipped, both directions.

    To check that, place the image point in the upper right hand corner (#9), and if the point is down in the lower left hand corner when you go left, then you'll know.

  • Might check the image mask.

  • Development is going on for both C0.x, and C2, and while the rate for C0.x will obviously slow down, C2 should be well into a commercial version before C0.x becomes outdated.

    Of course that depends on what you call outdated, since MMF, or Gamemaker really have no way to catch up to it in a lot of aspects.

  • Yeah sounds about right, but it varies depending on your click trough ratio.

    Not sure why you would be getting paid for such a low amount tho....

    Usually you have to accumulate much more than that.

    Anyway I wouldn't plan on getting rich off of it, unless you have a way to get 40k hits... a day.

  • Flavors as in different editors to choose. Basically they should be in plugs like exporters.

    Iso, hex, topdown, sideview, etc, just to many to list.

  • True every one will probably want a level editor, but not everyone will want the same things.

    What would be best is some sort of api so there can be many different "flavors".

  • It may not accept integers, and I think it may be case sensitive as well.

    "Layout 2" should work where 2, or "layout 2" might not.

    Just depends on how you have it named.

  • It's pretty hard to get the precision your looking for using timedelta, and collision detection.

    If you want to go with your own movement I'd suggest not using collision detection at all, and just compare the x, and y values for everything.

    Like if player y is greater than this, set .y to clamp(int(.y+ speed* timedelta),lowest y, highest y) for a fall.

    Even then you might want to use the corner x, and y values, as just setting the hot spot to a corner may cause issues.

  • Doesn't the Custom Movement behavior already use timedelta?

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newt

Member since 12 Nov, 2008

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