newt's Recent Forum Activity

  • no I mean

    if I want platform movement for instance to be controlling a player

    I can't make two instances of the same platform sprite object be controlled by two controllers assigned to two different players

    Ahh I see what you mean now. Nope it currently sets all instances of the same object to the same controls. Guess you could ask David to add a way to set the controls at runtime, or change the plug to allow dupes to have different controls.

    Then again just adding another object shouldn't be that big a deal.

  • You should be able to pick them via a private variable.

  • Yeah, but once there's a plug its just one click.

  • > Man Vector graphics in Construct would be sweet - my buddy draws his images in Illustrator for Construct, I love the vector 'look' though when we import in the images we can't scale them very well.

    >

    this is vector math, not the same thing as GFX

    Nice try tho

    Shall I quickly program this and see how it goes?

    Something tells me you've already done it.

    Btw what does vector.dot mean?

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  • Some expressions might be nice for this.

    Im thinkin v(x1,y1,x2,y2,a,l)?

    Edit:

    Oh wait you'd need a third x,y right?

  • [quote:3ve0xj06]Set fadecnt = 0

    While fadcnt < 100

    set screen opacity to fadecnt

    wait for 200ms

    set fadecnt = fadecnt+10

    /* then go to fade out routine, decrementing opacity*/

    Wut?

    There's a fade behavior, and Gradient object. Both have timers for fading.

  • Its flipped for me too, but Im using an exported obj, made in Anim8or.

    No biggy tho, it's not like I cant export it flipped, or flip it in Construct.

    As to the animation. Yeah you could make up you own out of multiple objects. The bones behavior would probably be Ideal for this.

  • Thanks again to the devs!

    Also everybody be sure to run the DirectX updater looks like there's an update for June 2010.

  • True 3d?.... no

  • You reeealy should check out the Perlin plug. With it you wouldn't have to check nearest neighbor, since the random data generated ensures that cells at a certain height will be surrounded.

    All you would need to check is if it is at sea level or not.

  • Ok one thing is you were checking x,and y coords, but you need to check the value at x,y,and z.

    As well as set the value at x,y,and z.

    Also your using an older version this cap wont work for you.

    http://dl.dropbox.com/u/666516/brbarray.cap

    Sorry Im using the latest unstable, but here's the code if you don't want to download.

    btw the value's in the array are set to zero by default(if you didn't already know that).

    + System: Start of layout
    -> Array: Clear array with 0
    -+ System: Repeat 5 times
    + System: Repeat 5 times
    --> Array: Set index (random(5)+1, random(5)+1, 1) to 1
    --+ System: For "x" from 1 to 10
    ---+ System: For "y" from 1 to 10
    ----+ Array: Value at (LoopIndex("x"), LoopIndex("y"), 1) Equal to 1
    ------> System: Create object Sprite on layer 1 at (LoopIndex("x")*10-5, LoopIndex("y")*10-5)
    ----+ Array: Value at (LoopIndex("x"), LoopIndex("y"), 2) Equal to 0
    ------> System: Create object Sprite3 on layer 1 at (LoopIndex("x")*10-5, LoopIndex("y")*10-5)[/code:y28wftyl]
  • It's the "For each element". For each cycles each z each pass, so basically its running z2 twice.

    Better to do a regular loop here.

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newt

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