newt's Forum Posts

  • Ha, what you need is a shader for sound.

    Maybe if someone ever makes a plugin for sound you could use that.

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  • There are two ways to get different voices, you can either download the api from MS, and get a different voice, or record the voice and change it in something like Audacity.

    Problem with getting another tti voice is that if the user doesn't have the voice it wont work, and well I guess you can imagine the problems of recording voices.

  • The sine behavior, set to height perhaps.

  • There's a spot on the home page for nightly builds:

    http://www.scirra.com/nightly.php

    Couldn't you just use the Dropbox service, and place the untested builds there?

    All you would need is one link, and just rename the file to something like Construct-latest-untested.exe?

    Heck you could even have a Construct group folder to put it in, that way you'd always have the bleeding edge build.

  • Here's a cap with a really simple generator. A word of caution, its really easy to send the program into a endless loop doing it this way.

    I would have set it to find the last sprite placed, but evidently I'm too stupid to remember.

    http://www.mediafire.com/file/j2tjuighdrn/stupidsdun.cap

  • [quote:wymuetwd]- stacking (multiple items of the same type in the same slot)

    Not sure if that's a good idea, you could have a thousand sprites all in one spot.

    Perhaps an automatic counter that would place text where you want it when you have multiple identical items?

  • Yeah for procedural dungeon creation, basic one is dig a hole, pick a wall, dig out that wall, pick another wall, if nothings on the other side dig out that wall.

    If it were possible to get color info you could just create an image and use that as a map.

  • So basically, an inventory object, as well as a behavior.

  • I was playing with the distort map trying to figure that out, when I got the idea to apply a depth map, or bumpmap to set the displacement of a sprite on bones like in davids example:

    http://www.scirra.com/phpBB3/viewtopic.php?f=3&t=2741&st=0&sk=t&sd=a&hilit=bones&start=10

    If you could read the pixel color values of a depth map you could use that info to set the displacement of the skin. It might be much easier to set how much, and where to set the skins displacement this way.

    <img src="http://i43.tinypic.com/1zlulco.jpg">

    You would have to read all the values for every pixel, set up an array to save what the value was for each individual pixel, then read the array and compare each.

    Like wise you would have to set the displace map(in Construct) to sprite.height = rows, and sprite.width= columns, then have an event to convert the array x,y values to column, row, x, and y of the displacement map in Construct.

    So if x,y pixel of the depth map is white, set the x,y displacement of the skin to its highest predefined displacement, then the lowest for black, and gray somewhere in the middle.

    Of course you couldn't do this all the time, but you could read and save the info at the start.

    And it would not have to be black, white, and gray, but grayscale.

    <img src="http://i44.tinypic.com/2z7n5so.png">

    This image shows how it could create constrains, but showing how it would set gray values is a bit harder.

  • youmakemetouchyourhandsforstupidreasons.ytmnd.com

    url has nothing to do with it.

    Hooked on ebonics, werked fer her.

  • Yeah random works well for this you could set the random to random (50) for x, and random (10) for y.

    That would get you a row of random objects, or random(300) +50 for x, and random (300) +10, for another row in another spot.

  • Well somebody(not me) took a 3d mesh of a skeleton, animated it into a walk cycle, then I'm guessing took two renderings. One with the torso, and one with the legs. Not terribly hard, just time consuming.

  • Let me ask this. Is there a reason for the sine behavior not returning to the original x,y coords?

    Im guessing it might be because I'm using multiple instances of the same behavior on one object.

  • Interesting question, as the current build's python is broke, and has been that way for some time.

    So falling back to the old standard of "if it ain't broke, don't fix it" really doesn't apply here.

    On the other hand will the next version of Python offer the same functionality? Probably... eventually, but starting out a lot of the modules that were available for the old version wont be backwards compatible.

    This is actually an issue that many programs that use scripting are finding these days, for example Blender use's an older version of python, but the develops won't upgrade for the fact that existing scripts made will be broke in a new version. Personally I've had this same issue with Gimp, as new versions come out, the very scripting language created for it is changed, breaking existing scripts, loosing functionality.

  • Even though we may not say it a lot, everyone here is so thankful for the project, and the time you spend on it.

    Also even though it's a "rough road" sometimes, we can't say thank you enough.

    So here's a little present, when you need inspiration:

    [attachment=0:1fnuwcth][/attachment:1fnuwcth]

    and a little warning to Rich, and Ashley.

    Your next.