newt's Forum Posts

  • That's not possible, all clicks run simultaneous.

    What you need is separate events for when objects are overlapping.

    What that order is will determine how you set that up.

    If you don't really care what is clicked when they are over lapping, then you can just make a generic event that covers everything.

  • Yeah, sounds like you're creating a lot of objects.

  • I know I'm going to regret this, but whats MO?

  • Might do a search on graduated, or weighted chance randoms.

  • Seems CROS set the Achievements program the green light over on Game Jolt.

    http://gamejolt.com/developers/achievements-new/

    There are several plugs already, along with a Construct Classic version.

    Might take a look at the api. Looks like a C2 version should be doable.

  • Having the ability to set the layer an object is on, over in preferences, after you select the object helps a lot.

    You can also move all instances to a layer if you have them all selected.

  • Global for an object simply means save it's state from one layout to the next. That includes it's x, and y, and any variables it uses.

    That's great say if you have a platform and you want to player to resume its position in the next layout, but, and its a big but, if you have a layout where you don't want that sprite to be in you have to add events to deal with that. So basically you would have to save it's state into a global variable beforehand, which practically negates the usefulness of the global preference.

  • Yeah I know, newt wants everything as a behavior, but this one actually makes sense.

    Yes it would probably brake a few games, but when you think about it, no one uses global for an object because it breaks every thing anyway.

    Then if someone does use it, its usually because they don't understand how it works.

    The way I see it, if you were to make it a behavior, it would obfuscate it a bit, and people would be less apt to add it.

    Then what would really be nice is if you could add the ability to change the behavior at runtime, which, in theory, could solve all the issues with it breaking things.

    Like layout 1 set sprite.global to disabled, or layout 2 set sprite.global to enabled, so it would show up on the next layout.

  • Try sprite.count.

  • It can get confusing, but you could use a string with nested tokenAt()'s, and different delimiters.

  • Try a 2x2 animated sprite, stretched to the layout size.

  • I'm still somewhat skeptical, and the reason for that is the hardware.

    We've reached a stage where just about anybody can do something similar.

    Take the raspberry pi for example.

    Its close to the same specs running Linux, for 25 bucks.

    Or The nD even. Touted as the indie handheld console.

    You're going to see more and more of this kind of thing. So don't let the buzzword "indie" influence you too much, cause guess what, they are going to run that into the ground.

    Anyway, if you want my money, you're going to have to have some modularity. I'm not going to buy it, and then have to buy another when they decide to update the memory. cough Apple

  • Like they say, opinions are like... well you know the saying, but if you can't trust your user base, then perhaps you're in the wrong business.

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  • Yeah, thats the "z".

    Thanks.:)

  • rexrainbow

    Looks interesting, does it have a way to get the z for stacked blocks?