newt's Forum Posts

  • If you are using webgl enabled, the filtering is automatic.

    Check in layout preferences, and you'll see options to turn webgl off, and set filtering to point, if you want to keep it.

  • Ah, so its get the rectangle's new angle, generate a random angle, get the difference between those, then generate an offset that is the same for both x, and y.

  • 1

    On click, text set text to getText&mouse.x&","&mouse.y&"|"

    Course its a little different for the actual import.

    Start of layout

    ->for n = 0 to getToken(string).count-2

    -->system create object at int(tokenat(tokenat(string, loopindex("n"), "|"), 0, ","))

    int(tokenat(tokenat(string, loopindex("n"), "|"), 1, ","))

    And you add a loop for each sting..., or add another token to define a different object type, but you would have to do a for loop on a family.

    I'll probably be using this method now since FF broke Rojo's canvas plug.

    ... end rant.

    Any way its usable in both CC, and C2. In CC you can paste it as a variable, etc, or import as text. For C2 copy paste is the more obvious method, but you can import using jscript.

  • Well haven't tested, but I would try

    rectangle.x+ cos(rectangle.angle)*int(random(-rectangle.width/2,rectangle.width/2))

    rectangle.y+ sin(rectangle.angle)*int(random(-rectangle.height/2,rectangle.height/2))

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  • rectangle.x + int(random(-rectangle.width/2,rectangle.width/2))

    rectangle.y + int(random(-rectangle.height/2,rectangle.height/2))

  • Why is this such a big deal to you? It's not obfuscation, it's communication, by people who are probably even more frustrated than you are.

    Besides there is nothing keeping you from translating it.

    In fact the tutorials are meant to be maintained by the community. I think you should feel free to create, or add to said tutorials, as long as it is helpful.

  • Not really, but the layouts/ events are set up pretty much the same.

  • Construct Classic only exports exe's, and are only playable on Windows systems with DirectX 9 installed.

    That's probably why you couldn't find any thing. <img src="smileys/smiley2.gif" border="0" align="middle" />

    So you can either:

    A: Keep hope alive.

    B: Download Construct 2.

  • or overlapping.

    Actually overlapping should work well in C2.

    The way its set up now, sprites that are directly next to each other, with collisions set to bounding box, are overlapping.

  • Might do a family.count check there.

  • How should it know the difference between a,b,and c, unless you refer to them specifically?

  • More like .y+((-6(random(6))*1024)

    .y+(random(-6,6)*1025) will work as well.

    If the return from the random was 1 then 1024 * 1= 1024, if it was 2 it would be 2048, or the second tile.

    Keep in mind the negative is there for relative placement, like if the image was already placed at the third tile place.

  • Try dividing the height of the sprite, by how many different tiles you have.

    If your image was 4 pixels high you could say sprite set y to y+(-4+random(4))

  • TastyBytes You guessed correctly, just add the for each as a sub event to on start of layout.

    So:

    Start of layout

    -for each tiled bg, create left, right sprite.

  • Grats!