newt's Forum Posts

  • Ahh, thanks guys, I'll check those out.

    Actually some of that does give me an idea or two for a my tile based system.

  • Was thinking about setting up my own pure custom platform movement without using any behaviors, and I was wondering what would be the best way to go about the fall, and walking, etc.

    I would want to use states so that I could simulate timescale, as well as something like a turn based system.

    My initial thoughts for a fall were:

    player pv= falling

    player set y to .y+n*td

    But you would of course need a way to stop it.

    I can either add an event to the fall set, something like:

    +player pv= falling

    -+player overlaps at offset family ground -1 player set pv to onground

    --+player set y to .y+n*td

    or

    +player pv= falling

    -+player (negated)overlaps at offset family ground -1

    --+player set y to .y+n*td

    But that still leaves room for errors as you could go past the offset point quite easily.

    Any thoughts on how to avoid that issue?

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  • > MS Paint is what comes with Windows, and yes, it ******

    >

    I'm not so sure about that

    http://www.metacafe.com/watch/2066909/insane_ms_paint_drawing_audi_allroad_quattro/

    Maybe tools are just as good as the people using it (so yeah, for me MS Paint ***** )

    Strangely enough that was almost like watching an actual episode of DBZ.

  • + MouseKeyboard: On Left mouse button Clicked
    + Terrain: Pick closest to: Sprite6.X, Sprite6.Y
    -> Sprite6: Move to Terrain [/code:w2utr7pd]
    
    Have the planets pick. If you have more than one unique planet sprite place the planets into a family.
  • The current version of C2 is for testing purposes. There will be a pay version, as well as a free one eventually, but unless your interested in taking part in the testing, you would be better off using C0.xx.

  • New plug developers are always welcome, but I'm not so sure a new sound plug is warranted.

    Granted its use is less than straight forward, but it has most of the functionality you described.

    Not sure exactly what you mean by 3d sound, but the positioned sounds should enable you to replicate that.

    Now if you were to do a full blown sound system, something that did synthesis, as well as playback...

    That would be well received I'm sure.

    Also on the RTS, to me that's more of a documentation issue rather than bad planning, as it can be avoided by simply using a different expression.

    There is a point where you have to choose between functionality, and ease of use. That falls in a gray area... somewhat.

    Anyway, welcome to the board, and happy Constructing.

  • Beats my clamp method.;(

  • ^ Is all doable, with several different ways of doing it.

    And it's relatively easy as well.

    Your only limitations are hardware, and those that DirectX 9 bring.

  • Pretty much. I mean when you get into to values that small, its about as "constant" as you would need.

  • Try thinking of it as a fraction.

    0.5 = 5/10

    Does that make more sense?

  • Oh yeah!

    I use this one all the time.

    + Sprite: [negated] On collision between Sprite and Sprite

    -> Sprite: Set collision mode to None

    Then sometimes I use this one:

    + Sprite: [negated] Sprite: Pick one at random

    -> Sprite: Place in front of Sprite

    But my favorite is:

    + Sprite: [negated] Sprite: Pick closest to:.x,.y

    -> Sprite: Set position to object Sprite (image point 0)

  • So, like when we get animations....

    Are going to be able to drop images on top of sprites to add frames?

  • .x is the same as get x, here.x, and is essentially the only thing that is changing.

    Lerp(4,there.x,1-0.5^timedelta) is pretty much goggles. doh

    • [Add/fix] Can drag-and-drop PNG and BMP files from Windows Explorer in to a layout, and it automatically creates a new Sprite object with that texture. Could be a nice time saver when you have a lot of artwork, especially while there's no picture editor. (Previously this resulted in a check failure.)

    That's awesome!

  • There really is no significance, its just that 1-0.5^timedelta, or 0.011((1-0.5^1.69306434690952e-002)approximately) is a good percentage to start with... as far as the ease in, and out goes.

    That plus its easy to dial in speed by changing 0.5 to anywhere from .9 to 0.000005.