newt's Recent Forum Activity

  • Utube vid of Appinventor.

    And a Utube of Construct for comparison.

  • I blame Apple for this misnomer... ok I blame them and Microsoft.

    The term hack or crack is used here because Apple was so **** about third-party-ware.

  • Well you really cant compare it to a language since there's no scripting. It's only limitations are its plugins, hence the ability to use python.

    On the other side of that, since there is no scripting, all you need is a an understanding of game logic. So baring additional things like python scripting, development will go as quickly as your understanding goes.

  • You have to remember that the physics behavior keeps an internal map of all objects that use the behavior, including the angles.

    You might try setting "animation angle", but that only works in 45 degree increments.

    Or you can always use a dummy.

  • The placement has changed since the original tuts came out. Check over to the right, click on project.

    It should have a section for globals there.

    Edit:

    ^yeah what he said

  • yeah but isnt it faster to calculate a bigger grid size than a lower one...?

    this is written in construct wiki:

    Note that the smaller the cell size, the more CPU intensive the pathfinding calculations will be.

    Yes, I should have said graphics size. The rendering of all those extra pixels will take its toll.

  • Don't get too excited,The physics are going haywire now for some reason.When i choose the eclipse collision the program crashes ,And the physics has wierd problems as well.This happens in v99.91 and v99.92.I hope they can fix this

    Did you make a bug report on the tracker?

    Also:

    As always devs your awesome!

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  • Its probably got nothing to do with the movement behavior, but more from the size.

    Think about it, you've more than quadrupled the size, so the system has to calculate all those rotations, collisions, etc at an almost exponential rate.

    If you must use that size, I would suggest not using path finding, and set collisions to point or have a smaller collision mask.

  • Actually the new vector object might be good for this.

  • There are expressions for vertex x, and vertex y for a sprites distortmap, but it only returns absolute coords.... I'm wondering if that's a bug, or if it might need a switch to choose relative.

    Any way if that was different would that work just the same as a point?

  • ^yeah what quasi said, plus you have to remember everything is saved internally as png, and then uncompressed at runtime.

    So unless its possible to make an object that allows you to render differently (probably not in C1), then splitting things up is the only option.

  • Depending on your trigger you could just use lerp the top objects angle to the bottom objects angle.

    You would have to make sure than the angles never get too far apart tho... wouldn't want it doing a scene from the exorcist.

    ->on trigger

    top set angle to lerp(.angle, bottom.angle, something* timedelta)

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newt

Member since 12 Nov, 2008

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