newt's Recent Forum Activity

  • Looks interesting, now if you have a way to add multiple waypoints that would be nice.

  • Please note the following (about the Construct source code proper).

    If the terms of the Prof-UIS license is stopping you from releasing the entire source code, then this is a violation.

    You cannot choose to not release source code because it "is messy" or otherwise personally disagreeable. This is also a violation.

    I doubt that that would be much of an issue since most of that code is obfuscated, and that that applies to the main program, more than plugs. (wow lotta thats)

    I think the bigger problem might come from the use of student license's

  • I thought about it too, and had another basic approach. In a quick&dirty test I simply copied the game layout and used two layout objects on a third layout. But I did not really test, if full functionality is given. Communication (or "syncing") between the two layouts have to be done through globals, of course, and that could be a hell of work. Another downside could be the higher demands of RAM/VRAM...

    Perhaps an advanced version of the Layout Object.

    If it could be made to work in sync, IE shared objects, variables, etc. made to work in tandem...., and better window controls.

  • There should be no need to disable avi, all objects added are available in all layouts.

    If the object is showing up on the wrong layout make sure it's not set to global.

    If it still shows up (some objects are still a bit buggy) then just destroy it at the beginning of the layout.

    [quote:25ojzkvw]and How i make more levels in Construct? (example: level 1 - forest, level 2: sea)

    um, go to layout # perhaps? Not sure how to answer that since you seem to already know how to make different layouts.

  • Any word on this yet?

    I've just found out that using multiple sprites to make a z height map wont really work. 3d sorting gives a slight difference between the tiles, so you can actually see between the tiles, even if they are right next to each other. So what I really need is a tileable repeating texture... on a sprite, cause one huge sprite is a big nono.

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  • David was working on a standard pc controller plug. Hopefully it will be out soon, Im kinda needing it for one of my projects too.

  • Just add a layer fx to the Reflection layer.

  • its strange how the normal function call has a forget and remember picked objects but the delay one does not.....

    I made a suggestion for it a while back, but Ash said there are a few issues, namely spawning. Like if someone were to destroy the object that was to be remembered in a separate tick, before the delay was called.... there would probably be an error.

  • Well that's the way that open source is supposed to work, although I'm not quite sure what the license status of the default plugs is....I mean since they're a separate entity and all.

    Any way something like what they do with the wiki would be good. Like if you want to have access to a special separate cvs you first gotta ask for access.

  • You can either physically restrain the objects by checking that the distance between then is less than display width, or zoom out under the opposite circumstances....but its hard to say for sure without knowing how your moving the camera.

    system scroll to Qarp(spritea.x, spriteb.x, spritecx, 0.5)

    should work most of the time, but there is a chance for objects to scroll off screen.

    To restrain the objects the expression Distance(x1, y1, x2, y2) < display width should work.

    Btw the custom movement behavior has that built in.

  • Well the current thinking is that the universe is flat....

  • Yes the devs will often read peoples minds to know how they think something should work.

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newt

Member since 12 Nov, 2008

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