newt's Forum Posts

  • Try scaling the image before you import it into C2.

  • It does sound a bit underpowered, at least compared to modern consoles that run a non interpreted language.

    At 1 gig of ram, I wonder it it would run current browsers.

    Just feels kinda funny taking the guts of a tablet, and putting it into a console.

    Its like replacing a Ducati engine with a hamster wheel.

    Granted the hamster is on meth, and the Ducati is more like a Segway, but still....

  • You can just use lerp. Its a bit of overkill, but it works.

    lerp(original.size, target.size,1) would scale it to 100% of the target value, 0.5 would be half of that etc.

  • An rpg will require a ton of sprites with several animations each, but its just not viable to load a lot of assets at one time.

    Hopefully we will get the ability to load an external sprite with animations in the future though.

  • You're creating a sprite for each pixel?

    That's like over 300000 tiles.

    You might want to check out the Canvas plug, or even a sprite distort map.

    That many tiles is just crazy. I'm surprised it even ran.

    Also you might check out Noise 2 Arsonide added functions for changing the rez.

  • No need to create the array at the beginning. It should already exist.

    You can also set the size of it beforehand in the preferences over to the left.

    Also unless you add a trigger for each xy, it will run every tick, constantly creating objects.

    Check out some of the tutorials on sub events.

    Other than that it should work. Current x* 32, current y *32 in a 20 x 30 grid should give you 640 width x 960 height layout tho.

    Also, also, yes you can nest a for loop, again read up on sub events.

  • Ashley sneaked in a function for array that's quite useful for this.

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

  • Apparently every sound is slow to load the first time you run the game.

    Loading everything at once would be fine, but what if you have a lot of sounds?

    Its just like loading a web page, if its slow to load people will loose interest.

  • Having some issues with IE9 not loading sounds quickly enough, so I need to preload the sounds. Unfortunately preloading all the sounds at once does not make sense, and there is only one condition for that... "All preloads complete".

    It would be nice if you could preload specific sounds, and at the same time add a tag for those sounds. Then you could add a condition when preload "tag" completes.

    This might solve another issue with not being able to add a tag without playing it as well.

  • You can use it to open a door, bring up a menu, etc.

    Its also useful for some recursion when you add the ability to add data on the fly.

  • zsangerous

    Think of a function as if it were a generic state machine.

    Rather than if variable = this, do foo, you can call the "do foo" part at any time.

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  • You might try a variable. Then concatenate the string when you reach a limit.

  • Not a bad idea really. The editor can get a bit mangled when you have a lot of expressions. Then there's conditionals oy.

    <code>int(angle(Sprite.Pathfinder.PathX((Sprite.EaseTween.Progress)-1),Sprite.Pathfinder.PathY((Sprite.EaseTween.Progress)-1),Sprite.X,Sprite.Y))>-1 &int(angle(Sprite.Pathfinder.PathX((Sprite.EaseTween.Progress)-1),Sprite.Pathfinder.PathY((Sprite.EaseTween.Progress)-1),Sprite.X,Sprite.Y))<180 ?"bang"&int(angle(Sprite.Pathfinder.PathX((Sprite.EaseTween.Progress)-1),Sprite.Pathfinder.PathY((Sprite.EaseTween.Progress)-1),Sprite.X,Sprite.Y)) :"tang"&int(angle(Sprite.X,Sprite.Y,Sprite.Pathfinder.PathX((Sprite.EaseTween.Progress)-1),Sprite.Pathfinder.PathY((Sprite.EaseTween.Progress)-1)))</code>

  • There's always going to be a limit somewhere down the line. Especially since browsers do things differently.

    I'd suggest splitting things up a bit. Put all your x's in one string, y's in another, etc.

    It might also be practical to use whole numbers, without any decimals.

  • It may just be how Im using it but progress for value keeps returning a few decimals low. 0.009, rather than 0.9.