newt's Forum Posts

  • Poojeweled?

    Bepooled?

    3 corns in a row gets an automatic flush.

    Gigatron you got an fx for that?

  • Considers the mechanics of a poo inspired Bejeweled.

  • C2 uses polygons for collisions as per pixel operations are just too intensive.

    That being said the closest you could get to that would be to pin a bunch of objects together.

    Obviously a pixel would be way too small for that method.

  • You could figure out the time needed by adding the distance() between each node and setting a timer.

  • I remember asking for this when C2 first came out.

    The response was use events, or go third party.

    I would not be surprised if rex didn't already have a behavior.

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    Actually there's a special deal just for this situation, leave your name, address, credit card number, social security number in a public post and they will debit your account in a year.

  • Did you try it without the use of infinity?

  • Lerp(a,b,c)

    The target value is b depending on a percentage given by c, so you would just change the target value via a variable, so there's no reason to think it's impossible, aside from using ridiculously small values that is.

    100 percent of 0.00001 is 0.00001

  • For those of you who like to use a game document for development, what process do you prefer?

    I know some people like to sketch things out, and some take a literary approach like a rough outline or a todo list, etc.

  • It doesn't matter. The only thing the cpu has to worry about is how many operations it has to carry out each tick.

  • It can be done. Biggest issue would be that iso needs a lot of frames, so that limits you on what you can do.

  • You can do whatever you like with anything you produce with the C2 editor, aside from granting that whom ever you sell something to has permission to use the editor without a license, or somehow grants that person special rights that can only be negotiated though Scirra.

  • Lerp is linear interpolation of two values based on a percentage using a range of 0 to 1, where 1 would be 100 percent.

    Lerp(0,100,0.5) would equal 50

  • You can just type clamp, and the system will bring up the intellisense which gives you a selection of expressions you can use.

    A non modal menu will also pop when you get to the action of setting the angle.

    If you click on the system icon all the system expressions will appear, and you can select it from there, and fill it in manually.

    clamp(self.angle, 50,150) will make sure that the angle can only be within the arc of 50 to 150 degrees.

    Sprite.angle, or self.angle is the only value that can vary.

    Would an example help?

  • Well you need two sides with a right angle.

    Do you have that?

    Otherwise I think it's getting the intersection point from two vectors.

    Can't help with that.