newt's Recent Forum Activity

  • > Who wants to add it to the bugtracker?

    >

    Could you do that for me? I don't know,(=lazy to learn to ) how to do that.

    Done:

    http://sourceforge.net/tracker/?func=detail&aid=3156341&group_id=207820&atid=1003219

    PR I'll let you do the one on negative values.

  • Im using the latest build, and setting enabled/ disabled isn't working.

    That fixed it in the past, so yeah you have a bug there.

    Who wants to add it to the bugtracker?

  • I'm trying to make the greenpods go behind the dirttiles.

    Events are run in order, so if you were to place the dirttiles event after the greenpods.....

  • > :lol: foam

    > http://dl.dropbox.com/u/666516/foam.cap

    >

    Still don't know what I'm doing, but I hacked away (as in "with an axe") at your foam and I erased (with the eraser in the picture editor) and now it works on non-black layouts. I'll do some more experimenting and if I come up with anything good or interesting I'll upload it.

    To use a layout with a lighter background simply add a copy of the sprite that has the physics behavior, only without the behavior.

    Then have it the same size as the sprite with the lighten only effect.

  • I've downloaded the plugin and started to playing with it and THIS happend

    It's very slow so I don't think there is any use for that. I have one problem, when a map gets generated I have white horizontal and vertical lines on my screen. I think it's a driver problem, but can you guys confirm it? I've tested it on 3 computers and 2 have lines.

    Im actually doing something like that in my current project, so I can tell you I get the artifacts when I use canvas's "draw point".

    My workaround is "draw line".

    current x, current y, current x+1, current y+1

    That's a lot of currents...., but it works.

  • What are the "objects it detects" and the "selected objects list"? Are you saying that solid/obstacle objects are not in the list of objects to check for LOS?

    It only checks for points so a large solid will do no good, since it only has 1 point...(Im guessing)

    If it's not detecting solids you may have to add "obstacles" manually in your events.

    That would give me an easy arc and distance check, but it doesn't account for obstacles. I'd need to manually check if LOS to an object is blocked by another object.

    Well distance(x1,y1,x2,y2) will give you that, but to get a line of sight you can take a rectangular object that can do collision detection, scaled to the range, and always pointing the same angle as the sprite, then have a collision event if the detector is overlapping an obstacle.

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  • There's no plug made for that specifically, but if you can open it in notepad you can get the data with the Text Manipulator object.

    The wiki has some info on expressions using text as well.

    http://sourceforge.net/apps/mediawiki/construct/index.php?title=System_Expressions

    Also there are a couple of unfinished plugs for changing controls

    sglors has one

    http://www.scirra.com/forum/viewtopic.php?f=33&t=7511

    And lucid has one floating around somewhere.

  • If your not very experienced with Python I'd suggest trying to do it with events.

    You wont get the transferable script you get with Python, but you will get a lot of experience in Construct.

  • From the cap Im not exactly sure what you want to happen.

    I can tell you there's a difference between z order, and z height.

    Z order gives you the order in which objects are drawn to the screen. Z height gives the object an aspect ratio to the camera's view point.

    In this case I believe you will want to use the y coordinates rather than the z height.

  • I think question 2 answered number 1. However if you were using the attribute to group your obstacles you can add those objects to a family, and use the family instead.

    Keep in mind los does not add objects it detects to the selected objects list.

    On number two:

    The behavior works off of points, basically its the same as distance(x1,y1,x2,y2), only it can detect if something is in between those two points.

    There is a work around that does not use the behavior. That being a detector sprite that you have scaled to the to the range of sight.

  • Might want to check out the rts behavior. It has built in pathfinding.

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newt

Member since 12 Nov, 2008

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