newt's Forum Posts

  • Long answer is nope.

    Layers can have blend modes btw.

    Force own texture, for composites.

  • Looks like it's working now.

    The "bind" action is interesting.

    I wouldn't have thought you could reference objects that don't exist., but it does simplify things.

    Are there any plans for adding more to it?

    Nice job btw.

  • Pesky flags.

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Encountered second <b> before first was closed with </b>

    Condition: bold_flag == false

    File: Controls\EventString.cpp

    Line: 205

    Function: void __cdecl EventString::FragmentString(void)

    Build: release 238 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort Retry Ignore

    ---------------------------

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • A degree is pretty much useless unless you want to get hired by a triple a developer.

    If you do go that route make sure it's heavy in 3d, or code.

    Also once you go furry, you don't go back.

  • I'd tell her to stay away from the anthropomorphic stuff.

  • I think the matrix transforms will be a bigger issue if anyone plans on doing some type of game using objects like this for scenery.

    Here we go with the trig again......

  • Add frame> Import frames > From sprite stip

    I haven't checked, but C2 should automatically replace duplicate frames in its spritesheet export, per object.

    So animating it that way should be doable.

    Then you should be able to animate via events, but yeah it would take some extra effort.

  • Someone's made a slicer for MagicVoxel:

    https://www.reddit.com/r/gamedev/commen ... s_for_the/

  • On the other hand I have very few games, and with not a lot of traffic.

    Do you restrict the platform to developers with a higher volume?

  • There was another report about how using too many capitals really drains the batteries, and how occasionally using a period could possibly offset that.

    Also the part you probably missed was that setting the text every tick was the issue.

  • Yeah, it's not like we can upscale the texture before import to balance out what happens in fullscreen.

    Although I imagine working out how it should scale in the editor would be a pain.

  • What are the specs?

  • Please use caution when downloading files from people you don't know, or have any reason to trust.

  • len(yourtext)=9=m

    len(yourtext)=12=b

    len(yourtext)=16=t

  • It really needs its own object type to pull it off.

    In theory, you could just draw it in Paster, but object management would be a nightmare, not that a bunch of sprites pinned together is terribly manageable to begin with.

    Of course Canvas can't do webgl so it's pretty much off the table.

    On the other hand, Paster can only do rectangles.

    No collision detection in Paster, or Canvas either.