newt's Recent Forum Activity

  • Bump

    Still wondering what values are used to do a comparison.

    Also what does "set object mapping" do?

    Edit:

    Ok, sorry didn't realize it meant use as rock, etc.

    Also

    <img src="http://dl.dropbox.com/u/666516/maze.png">

    Still experimenting, theres just sooo much you can do with this.

    Edit2:

    Ok, figured out some of the references, 1 is rock, 2 is tunnel, 3 is dunno, 4 is room...

    Either there's a bug, or your using something else to reference wall, and door.

    Was hoping to do some bitwise tilemappping. Its not real important for wall and door, but it would be nice for more detail.

  • The word is: ScirrAshly

    Meaning:

    Ash will you please fix something soon.

    Used in a sentence:

    Can we get the .persist files removed... ScirrAshly!

    <img src="http://dl.dropbox.com/u/666516/seriouslyscirrashly.png">

  • I love you. No homo.

    That would explain that strange attraction to Tulimide's avatar.

    Anyway, nice idea Tul.

    Thanks!

    ... runs off to experiment.

  • I would just go for prerendered. You can go hog wild on the visual, and it still probably wont take up as much memory as an fx.

  • Ok not all fx will work on text.

    Mask fx shows over the whole text box, and gets kind of crazy at runtime.

    Perhaps the sprite font, or just prerender something.

  • I'd say number 1. The current version should be enough to generate interest in a finished game.

    But when you do release it you will really have to sell it, if you know what I mean.

    The problem with number 2 is 5- 7$ isn't much, so a reduced price is kind of pointless.

    However you could do some sort of donation thing, where they get a demo if they donate.

    Edit, oh wait your saying 5-7 for the demo.

    Ermm I guess I should ask how much do you plan to sell your first commercial game for?

    Might want to go with small price point to start.

    There are advantages to having more sales, and less gross.

  • 1. Nope, there are no known issues.

    2. Yeap, thats how the debugger works, not a bug though. Its just a simple pat saying hey your logic is off a bit.... well as far as its concerned that is.

    3.It may not sound right but dummies are often more elegant than making a custom movement.

    4. The layout object is very very bugged. It misses clicks, and several other things.

    As long as every thing is set to timedelta, timescale should work fine, but I have no idea why your screen would go black, unless its something like the camera plug.

    Have you tried a simple message box?

  • Two things.

    Define easy.

    Are you wanting to use the arrow keys?

  • Does "move at angle" use timedelta?

  • What are you going to do when C2 is released?

    Not that there will be a great difference in how things are done, but I would imagine there could be some confusion, especially in the tutorials section.

  • heh

    If only emoticons paid.

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  • There's an fx that does colored outlines, and you can change its width.

    http://www.scirra.com/forum/viewtopic.php?f=7&t=4311&start=0

    Here's a cap that shows how you can apply the drop shadow object to a canvas.

    It also shows what I mean about using another text object.

    Just have to get the z order right.

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

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newt

Member since 12 Nov, 2008

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