newt's Recent Forum Activity

  • Initially I was using

    family.sprite on collision with thisbasesprite

    family.sprite2 move to thatbasesprite

    Now I realize that with a family there is a chance of multiple triggers so I tried it with only one object hitting the base... same result.

    Im pretty sure the slow down is due to the fact that its sending multiple objects at once, and that the distance is pretty far away, layout's 3000x 3000.

    The move to waypoint has no slowdown what so ever, even with multiple hits, but the fact that its treating move to position the same as a waypoint is really what messes that up.

    What would be nice is a difference between the two, with an additional call like on arrived at position.

    BTW I haven't tried on arrived at target, but I assume that's the same as position.

    Any way I just need waypoint's to be handled separately from a position.

    Also I'm still getting some hinkey results when using families that contain objects belonging to other families.

    Something like family tank has tanks, family cannon has cannons, and family artillery has both.

    If I tell family artillery to move somewhere, it works fine, but if I do something like get an object count it only gets one side of the family.

  • Yeah they need to relabel that to "Enable Python scripting".

  • No its about some bald kid with a tattoo on his forehead.

  • Did you use Python in the game?

  • My only solution thus far has been to use a waypoint instead of move to object.

    This gives a few new problems tho...

    You have to dummy down the obstacles, as the pathfinding isn't nearly as good.

    Then it seems that waypoint means the same thing as move to position, so my events that use on arrived at waypoint are messed up with events that use move to position.

  • I have a fairly large map that Im using the rts movement on. The problem is that I have a collision event that tells some objects to move to another object way on the other side. When that happens there is a huge dip in performance as the objects try to calculate the path.

    So I was wondering if there was any way I can get some improvement on this.

  • Wouldn't it be possible to just map them yourself by replacing other less used characters?

    For example you could replace lower case a with ~ by importing a custom frame in the animator bar.

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  • Um isn't there an action for pushing already?

  • Yep that's one of the issues with variable width fonts. You can either set the width manually, or change the x,y offsets within spritefont... that is as long as nothing gets cropped off on import.

    Or change the font type...

    http://www.dafont.com/bitmap.php

  • Try event sheet includes.

    Then use some shortcuts like .x, and .y instead of sprite2.x, sprite.y, etc.

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

    Of course includes still only apply to one project, but expressions are nice to copy pasta.

  • Well actually there really is no simple process. You can google around for the actual order characters are mapped to, that's no problem. But unless you want to type them all out, some sort of script, or automation process is necessary. Personally I use Gimp, with a py-fu script that I modified.

    I could give you the script, but the funny thing is you have to install three other things besides python just to get it to work.

    You might check around there's probably a php service out there that uses the gd libraries or something similar.

  • I've made a few from Dafont.

    http://guicon.110mb.com/structure/index.php?act=page&id=4

    If there is a particular font you want mapped out leave a link I'll see what I can do.

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newt

Member since 12 Nov, 2008

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