newt's Forum Posts

  • True.

    Perhaps it would be better to have each game have its own url, and have a front end that would have those addresses, as well as add some controls to each game to navigate back and forth?

  • Don't get snippy, besides I think the word you are looking for is enclosed,or included not inclused.

    A hole would be defined as a current value of zero, and current x+1, current y with a value of 1, and current x, current y-1 with a value of 1, and current x-1, current y with a value of 1, and current x, currenty-1 with a value of 1.

    That's my definition of a hole with all 4 side with a wall.

    You want that definition and what other definitions?

  • Well first of all, you have to define what you really want to do.

    Like define a hole first.

    What is a hole?

  • Alright, say you go over all the xy elements (for each xy element), and check what the value was (current value), and suppose we say if that value was one then there should be a wall there.... easy right?

    Now what if you do compare at xy, and compare what the value was for the next xy, or cell? Say for example current x +1, and current y.

    What cell would that be?

    What would current x, and current y+1 be?

    Current x-1, and current y?

    Current x, and current y-1?

    Wouldn't that essentially check all 4 cells around the current cell?

    And say what if one of those cells returned the value of zero instead of 1.

    Would that give you any ideas as far as what to do?

  • Ahh.

    Guess I'll have to just change the poly collision.

    Still, seems like there should be some other way to handle this since graphically it would leave a bunch of lines.

    Thanks

  • Im getting unexpected results when using is overlapping other instances.

    https://dl.dropbox.com/u/666516/r114overlapingbug.capx

    In the capx wait 5 seconds and any overlapping objects will be destroyed.

    However none of the objects should be overlapping.

    Im guessing its either something with is overlapping, or the collision poly's have changed somehow.

  • Ok, thanks, but "all developers will be giving up their minigames for use in this collaberation" is a bit off don't you think?

    That sounds like they will be giving up any rights to the games, when all they are really doing is giving you permission to publish the games.

    Anyway, good luck.

  • Well I think you need to leave a little more information than what you have started with.

    Such as it is to be a community game, for no profit, and where it is to be displayed.

  • And what are you giving these people in exchange for their time and effort?

  • Yes that does work, but like you said, it would be a bit annoying.

    I have found a method where I paste into the Canvas plug, and then get the url from it and load that into a sprite.

    Then destroy the Canvas, and frame rates go back up.

  • Bumping with a ho ho ho... wait that sounds bad.

    Merry Christmas all, really glad to have seen another one.

  • Generally you need to pick from the objects already in the sol, filter them if you will.

    There are a few conditions that can work as sub events, such as spites pick top most, or pick closest.

  • There's no built in system to deal with app purchases, micro payments etc. Thats both good, and bad as you have to come up with those solutions yourself.

    Like wise there's no quick solution to deal with it across all platforms, however Appmobi, Cocoonjs, and Clayio have a few possibilities via the cloud.

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  • Mipey

    I don't think stitching portions together would be fast enough, so timing would be an issue, especially since you have to move the camera, and then take the snapshot. It needs to happen at start of layout, plus you wouldn't want anything else like an animation to get into the picture.

    Not sure what you mean about plot a dot. I need to preserve the texture.

    Tokinsom

    Yeah, I don't think "portal" rendering would work well either. Generating hundreds of tiles when ever the view point changed would bog down the system.