newt's Recent Forum Activity

  • Hello, I'm currently working on a project where I'm developing a system to designate the attacker and the attack then using a formula determine using private variables how much damage is dealt. I have all the formulas and concepts done, I just have no idea how to implement it.

    The problem is:

    I need some way to take Private variables from one unique Sprite and Private Variable from another unique sprite, as well as the distance between the two. then using a formula, subtract the hp from the second one.

    Both Sprites can change throughout the game so ideally I would like it all to taken care of by one event instead of having to write an event for each sprite(since there are going to be around 40 sprites used for this).

    Thanks in advance for anyone who can solve my problem.

    families

    Also expressions

    Check the wiki. Most of what your doing should be fairly easy to set up.

  • You can kind of do that already with distortmaps get vertex x, and y... within the limitations of distormap that is.

  • You'll have to use some dummy sprites for that as you cant change width and height on a physics object.

    Now as to the breaking into smaller pieces, you will probably have to go with spawning new objects, as getting a group of physics objects to stay together is next to impossible... unless we some how get a way to disable physics when we want. There was some talk about that, but it was said it was probably not going to happen for the same reason you cant change width and height. Physics generates a map, and if you turn off the behavior, or change the attributes of an object, the map would have to be rescanned.

    So what you could do is have the main object have a bunch of image points, then when it breaks destroy the main, and have the new objects spawn at(random?) image points.

  • Global for objects simply means it carries over to the next layout. Probably the best use for it for music, so that the song that's playing in one layout will continue, at the same point in the next.

  • Do you want the pieces to have physics as well?

  • The question is - does ANYONE use those subanimations?

    Im still waiting on HOW to use them.

  • Legally no, you cant do any of that, not unless you have the rights, or have made the art yourself.

  • This is me!

    Wow, girl gamers are awesome .

  • The question is how big a draw would something like this be, vs doing a chain of expressions?

    I mean Im imagining that each additional point added to the proposed would at to computation exponentially, so obviously there has to be a drop off point. You couldn't do something like lerp^100(1,2,3,4,5....

    Then if you were to use several lerps or quads how bad would the transition between them be?

    Because from the layman's point of view conjoining expressions like this would be somewhat contrived, and there's bound to be some skipage between expressions.

    Drasa yeah spline would be a better name.

    Perhaps a spline, or path object might be better, but if it were implemented I would want the ability to use the defined points with other calls as well, no point in just making a static curve.

  • Just a thought, don't even know if its doable, but how about an expression that does linear interpolation with a user definable set of points. For example lerp^n(a,b,c,d,e,f......,x), or lerp^5(1,2,3,4,5,0.7). The latter would give an interpolation across the numbers 1 through 5 at 70 %.

    Similar to quarp, and cubic, but your not limited to the 3 or 4 inputs.

    Yes, no, or huh?

  • Try appath& in the save directory and make a dummy for it to write over. If that doesn't work then its got to be os, or firewall related.

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  • Heh was just going to say the same thing.

    Any way use a private variable, and make the pv the uid of the shooter.

    Here's an example.

    http://dl.getdropbox.com/u/666516/rotoud.cap

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newt

Member since 12 Nov, 2008

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