newt's Recent Forum Activity

  • An event runs, as long as its condition is met.

    That's what the "on" variable does.

    What it's saying is if "on" is equal to 1, then run.... to infinity.

    No need for an On loop here.

  • Yeah it does sound good for fog-o-war.

    Bet the canvas object would work well with that.

    Nice job thanks!

  • Heh, interesting concept.

    I keep expecting Shviller to chime in saying "In Russia sperm shoot you!".

  • Ahh sorry about that.

    Forgot I deleted one of the frames, was kind of fuzzy.

  • I'd say use two private variables, and a timer.

    Something like:

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

    Edit:

    If you want it to reset after so long do something like this:

    + Text: Value 'period' Equal to "Loading.........."

    -> Text: Set 'period' to "Loading"

  • Your going to have to be a little more specific.

    Without knowing your implementation, there's just no definite answer.

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  • There is no agreeing, or disagreeing, there is the way it is.

    You've been given alternatives.

    Sorry you're unhappy with that, but as the man said "You don't go to war with what you want, you go with what you have."

  • Video slots/poker?

  • Marvelous!

    The first two worked well, but deceleration is a bit harder.

    Its kinda hard to tell exactly when deceleration should kick in.

    If I go with just speed, I can go with lerp(current speed, (length of path - distance on path) , something*timedelta)

    It works, but its not the curve I was looking for.

  • I would also point out, that little cap I posted uses like .07 vram, and is (infinitely, almost) scalable.

    Even less if you make the tiled sprite 2x2.

    Did I mention that you can display that in 3d?

    But as Madster said there are always trade offs, less vram, more gpu processing.

  • Look at it this way, not only do you have to get the two computers to connect, an undertaking in itself, you have to figure a way to deal with any lag there may be in between them.

    In other words if there was some lag the other player may not get the information that the ball was hit for several milliseconds... a lifetimes wait in terms of collision detection.

  • Well it might help to forget the z element all together, as each x, and each y can have a value, so can each x, and y combined.

    Another thing you could do is use a nested loop.

    ->on start of layout

    -->loop "x" = 0 to 64

    --->loop "y" = 0 to 48

    ---->array compare value at loopindex(x), loopindex(y) =1

    ----->do stuff at loopindex(x), loopindex(y) * 10

    That's essentially what the for each in array does.

    Note, the array object is 1 based, in other words it does not start at zero, so a loop may actually be easier to use instead of current array -1.

    Then you have to add 1 to loopindex to compensate.

    But I wouldn't worry about that till you get the gist of it.

    Just remember that x, and y are coordinates that can have a value, besides it position.

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newt

Member since 12 Nov, 2008

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