newt's Recent Forum Activity

  • Sorry forgot about the bitmapped font plug. Id say take it out, but its a game about sayings, so I'd like to keep it. http://www.scirra.com/phpBB3/viewtopic.php?f=2&t=4078

  • I was playing around with a Carnage Heart type of engine when I found out about the Axiom contest on Game Jolt, and I thought to myself "why not use altruism's for commands instead of the usual ones?" I mean it kinda makes sense "a bird in the hand is better than two in the bush" would mean attack the closest enemy.... get it?

    Turns out it kinda works out nice, here's a cap of what I have:

    http://files.getdropbox.com/u/666516/smoixa.zip

    Im using the new custom movement engine, and it seems to work out pretty nice, although Im getting some errors with the bounce... oh David. Actually I wanted to use the restrain distance function, but I couldnt get it to work.

    Any way I was thinking that this would be way too much for me to work out in the given time, and it might be a good idea to make it a community colab instead. So if anyone's interested please reply here. We can make this a Construct group effort and submit it as such... who knows if we win we could get some face time on Game Jolt for Scirra.

  • The 99's introduced a function, I was wanting to use with another function, but then broke the function I was wanting to use it with. Get used to it, its beta. If you want it fixed get involved.

  • The more the merrier.

    Undoubtedly there will be tons of plugins eventually, and there will be some that most people will say "wtf is that here for?", but hey this is open source so each one adds in its own way. I'm just saying there's no point in whining over one that's been crippled by a more effective one.

  • Yeah I'm getting some weird results, but I suspect its image editor related rather than imagmanipulator, but that's just another reason to use the function sparingly. Again per pixel operations are always going to be quirky especially when dealing with semi transparencies, not to mention other users hardware.

  • Post a cap, there's a number of ways to deal with this, but without knowing exactly what your doing its pretty hard to tell you what to do.

  • Nope that's completely doable, its just that there's no good way to implement it easily.....yet.

    Then as far as "high quality textures" go you should be be able to use them via U, and Y displacements. And as far as ease of use goes there no reason why tools cant be developed that anybody can use, but some people would rather focus on the broke easy way out.

  • Why don't you just use separate layers? One for the ground and background, one for the player, then one for the foreground.

  • Search the forum, or look in you Construct folder for a folder called tools.

    There are some mesh's there, and a editor.

  • Why make a mesh with so much work and a single stretched texture for its faces when you can just use the 3D box with a different high quality texture for each face?

    Enhance the 3D box, it's a lot easier to work with it.

    Why? Maybe its because the devs were thinking outside of the box, and want to stay away from the cookie cutter mentality.

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  • It may not be a major function, but the 3D box has spawned a lot of creativity from users on this community.

    The sprite mesh has little chance of replicating or surpassing the 3D box (being 2.5D in nature)

    Plus, I'm not sure what good Z positioning for a sprite is seeing as it can be easily faked with events.

    That being said, I am fairly pleased with this build.

    I'll check later to see if my latest project works in 0.99.42

    Lets put it this way. It makes 3d box obsolete. We just need better tools for working with mesh's.

    Any way its not just setting the z position of a sprite, its setting z position of a sprites verticies.

    Check this for an example:

    http://files.getdropbox.com/u/666516/3dmeshbox.zip

  • I did something similar with my terrain generator, but that was an app not a game.

    It might sound like a good idea, but per pixel operations will always be way to slow for regular events.

    I mean its doable, for something like on the start or load of a layout, if you want to create or save some data for use later.

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newt

Member since 12 Nov, 2008

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