newt's Recent Forum Activity

  • User definable?

    Or possibly the ability to turn pathfinding off during runtime, and regenerate map, then the reverse.

    Edit your probably right, would cause more problems than it would solve.

  • Was going to suggest my bolt gun, but it would be hard to implement.

    So here's Acid Spitter instead.

    http://www.mediafire.com/file/adtgxjtdt3j/acidspitter.cap

  • The only time you would want to do this is when you want to go non modal.

    It might be useful as a sub-window for layouts, for assigning behaviors, families, etc.

    But I agree the event sheets need to remain linear.

  • I wanted to post a suggestion and discuss its feasibility, or even its usefulness, before I posted it to the tracker.

    The suggestion is: would it be a good idea to add a check box for the rts behavior to make it possible to go off layout?

    As it is now rts wont let you go to -x or - y, but there are times when that might be useful.

  • Same goes for vindaloo, better to read about it than find out first hand.

  • Yeah, I gotta try something else, seems system compare is doing something buggy with family compare.

  • See now I wouldn't have even thought to mix sprite compare with system compare.

    Thats ok cause I didnt even know there was a system between.

    Thanks, I do believe that will fix it!

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  • Yeah everybody should have Microsoft Sam. I know you can get additional voices, but then again not every one will have those voices.

  • Say you have one event you want to pick two different ranges of angles from, like left and right, but a little more complicated. I need to have one event that checks that an angle is between 315, and 45, or 135, and 225. Basically left and right, with out a top and bottom.

    Like if you were looking at a clock if its between 2 and 4 o'clock, or 8 and 10 o'clock do something.

    Initially I started with angle compare of angle is greater than 315, or less than 45... that works great for the right side, but since I need this in the same event I need to add a left side. Thing is when I add angle is greater than 135, or less than 225 Im basically saying if the angle is greater than zero, and less than 360 do this.

    Is there a way to compare a angle range without using </>, and also how the heck do I deal with one of those ranges being between 90, and 315?

    I know if it was set up with 0 degrees at the top it would be a little easier, but then again Im going to have to set up another event that does the opposite, and picks top and bottom.

    Any ways HELP!

  • Alright thanks guys.

    Actually I've created a bigger headache than just 5 x 10. For what I want to do I need to move the entire width of the row, so its not just one displacement/ one pixel per row, but two.

    So Ill have 12 events for each row, with five rows

    Also I forgot to factor in that the displacement starts at row 0, column 0, so instead of 5 x 10 it'll be 5 x 9, but I still have the same amount of events to make... funny no?

    Edit weeeeeeeeee!!!

    nmy1: 114 On shoot

    nmy1: 214 is moving

    Friendly: 64 Friendly: Pick closest to: nmy1 0 .X, nmy1 1 .Y

    elec1Set displacement (real) at (0, 0) to (nmy1 0 .ImagePointX("1"), nmy1 1 .ImagePointy("1"), 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (0, 1) to (nmy1 0 .ImagePointX("1"), nmy1 1 .ImagePointy("1"), 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (0, 2) to (nmy1 0 .ImagePointX("1"), nmy1 1 .ImagePointy("1"), 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (0, 3) to (nmy1 0 .ImagePointX("1"), nmy1 1 .ImagePointy("1"), 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (0, 4) to (nmy1 0 .ImagePointX("1"), nmy1 1 .ImagePointy("1"), 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (0, 5) to (nmy1 0 .ImagePointX("1"), nmy1 1 .ImagePointy("1"), 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (0, 6) to (nmy1 0 .ImagePointX("1"), nmy1 1 .ImagePointy("1"), 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (0, 7) to (nmy1 0 .ImagePointX("1"), nmy1 1 .ImagePointy("1"), 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (0, to (nmy1 0 .ImagePointX("1"), nmy1 1 .ImagePointy("1"), 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (0, 9) to (nmy1 0 .ImagePointX("1"), nmy1 1 .ImagePointy("1"), 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (5, 0) to (Friendly.ImagePointX("2"), Friendly.ImagePointy("2"), 0, 0, filter : 0 , 100)

    elec1Set displacement (real) at (5, 1) to (Friendly.ImagePointX("2"), Friendly.ImagePointy("2"), 0, 0, filter : 0 , 100)

    elec1Set displacement (real) at (5, 2) to (Friendly.ImagePointX("2"), Friendly.ImagePointy("2"), 0, 0, filter : 0 , 100)

    elec1Set displacement (real) at (5, 3) to (Friendly.ImagePointX("2"), Friendly.ImagePointy("2"), 0, 0, filter : 0 , 100)

    elec1Set displacement (real) at (5, 4) to (Friendly.ImagePointX("2"), Friendly.ImagePointy("2"), 0, 0, filter : 0 , 100)

    elec1Set displacement (real) at (5, 5) to (Friendly.ImagePointX("2"), Friendly.ImagePointy("2"), 0, 0, filter : 0 , 100)

    elec1Set displacement (real) at (5, 6) to (Friendly.ImagePointX("2"), Friendly.ImagePointy("2"), 0, 0, filter : 0 , 100)

    elec1Set displacement (real) at (5, 7) to (Friendly.ImagePointX("2"), Friendly.ImagePointy("2"), 0, 0, filter : 0 , 100)

    elec1Set displacement (real) at (5, to (Friendly.ImagePointX("2"), Friendly.ImagePointy("2"), 0, 0, filter : 0 , 100)

    elec1Set displacement (real) at (5, 9) to (Friendly.ImagePointX("2"), Friendly.ImagePointy("2"), 0, 0, filter : 0 , 100)

    elec1Set displacement (real) at (1, 0) to (elec1 0 .ImagePointX("1") , elec1 1 .ImagePointY("1") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (1, 1) to (elec1 0 .ImagePointX("1") , elec1 1 .ImagePointY("1") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (2, 0) to (elec1 0 .ImagePointX("2") , elec1 1 .ImagePointY("2") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (2, 1) to (elec1 0 .ImagePointX("2") , elec1 1 .ImagePointY("2") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (3, 0) to (elec1 0 .ImagePointX("3") , elec1 1 .ImagePointY("3") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (3, 1) to (elec1 0 .ImagePointX("3") , elec1 1 .ImagePointY("3") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (4, 0) to (elec1 0 .ImagePointX("4") , elec1 1 .ImagePointY("4") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (4, 1) to (elec1 0 .ImagePointX("4") , elec1 1 .ImagePointY("4") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (1, 2) to (elec1 0 .ImagePointX("5") , elec1 1 .ImagePointY("5") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (1, 3) to (elec1 0 .ImagePointX("5") , elec1 1 .ImagePointY("5") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (2, 2) to (elec1 0 .ImagePointX("6") , elec1 1 .ImagePointY("6") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (2, 3) to (elec1 0 .ImagePointX("6") , elec1 1 .ImagePointY("6") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (3, 2) to (elec1 0 .ImagePointX("7") , elec1 1 .ImagePointY("7") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (3, 3) to (elec1 0 .ImagePointX("7") , elec1 1 .ImagePointY("7") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (4, 2) to (elec1 0 .ImagePointX("8") , elec1 1 .ImagePointY("8") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (4, 3) to (elec1 0 .ImagePointX("8") , elec1 1 .ImagePointY("8") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (1, 4) to (elec1 0 .ImagePointX("9") , elec1 1 .ImagePointY("9") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (1, 5) to (elec1 0 .ImagePointX("9") , elec1 1 .ImagePointY("9") + random 50- random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (2, 4) to (elec1 0 .ImagePointX("10") , elec1 1 .ImagePointY("10") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (2, 5) to (elec1 0 .ImagePointX("10") , elec1 1 .ImagePointY("10") + random 50- random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (3, 4) to (elec1 0 .ImagePointX("11") , elec1 1 .ImagePointY("11") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (3, 5) to (elec1 0 .ImagePointX("11") , elec1 1 .ImagePointY("11") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (4, 4) to (elec1 0 .ImagePointX("12") , elec1 1 .ImagePointY("12") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (4, 5) to (elec1 0 .ImagePointX("12") , elec1 1 .ImagePointY("12") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (1, 6) to (elec1 0 .ImagePointX("13") , elec1 1 .ImagePointY("13") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (1, 7) to (elec1 0 .ImagePointX("13") , elec1 1 .ImagePointY("13") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (2, 6) to (elec1 0 .ImagePointX("14") , elec1 1 .ImagePointY("14") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (2, 7) to (elec1 0 .ImagePointX("14") , elec1 1 .ImagePointY("14") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (3, 6) to (elec1 0 .ImagePointX("15") , elec1 1 .ImagePointY("15") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (3, 7) to (elec1 0 .ImagePointX("15") , elec1 1 .ImagePointY("15") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (4, 6) to (elec1 0 .ImagePointX("16") , elec1 1 .ImagePointY("16") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (4, 7) to (elec1 0 .ImagePointX("16") , elec1 1 .ImagePointY("16") + random 50- random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (1, to (elec1 0 .ImagePointX("17") , elec1 1 .ImagePointY("17") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (1, 9) to (elec1 0 .ImagePointX("17") , elec1 1 .ImagePointY("17") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (2, to (elec1 0 .ImagePointX("18") , elec1 1 .ImagePointY("18") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (2, 9) to (elec1 0 .ImagePointX("18") , elec1 1 .ImagePointY("18") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (3, to (elec1 0 .ImagePointX("19") , elec1 1 .ImagePointY("19") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (3, 9) to (elec1 0 .ImagePointX("19") , elec1 1 .ImagePointY("19") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (4, to (elec1 0 .ImagePointX("20") , elec1 1 .ImagePointY("20") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Set displacement (real) at (4, 9) to (elec1 0 .ImagePointX("20") , elec1 1 .ImagePointY("20") + random 50 - random 50, 0, 0, filter : 2 , 100)

    elec1Make Visible

  • Ok I have a distort map on a sprite with 5 columns, and 10 rows something like this:

    00 10 20 30 40 50

    01 11 21 31 41 51

    02 12 22 32 42 52

    03 13 23 33 43 53

    04 14 24 34 44 54

    05 15 25 35 45 55

    06 16 26 36 46 56

    07 17 27 37 47 57

    08 18 28 38 48 58

    09 19 29 39 49 59

    Now I now I could use some loops to set the matrix, the question is, should I?

    If I input the coords manually Ill have an event that's freakishly long, but if there's a difference in performance I'd rather use the faster/ less cpu intensive.

    So which would be better?

    Keep in mind I also have to make another map with columns, and rows switched.

  • Did a bit of experimenting, and it seems it only happens when the sound is not cached.

    Thing is the wiki says that's only for .wav files, or sounds other than music.

    So it would have to be an error on the games side, not the codec.

    Here's a test cap somebody want to confirm, before I upload it to the tracker?

    http://www.mediafire.com/?sharekey=fa9db31b3dd92e0fd956df2962098fcbe04e75f6e8ebb871

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newt

Member since 12 Nov, 2008

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