newt's Recent Forum Activity

  • While its true that the documentation is lacking, its also true that the whole thing is still in beta testing. I also would say that the fact users are now demanding more information shows how successful it is and will be.

  • Sorry, but yes the explorer is currently broken. It's something to do with imagepoints I think.

  • Editbox, and Button are set up differently, so yeah they don't work like all the other graphics.

    Kind of a bug, but not. Your probably better off making your own out of sprites.

  • Just a thought, but how about array access on private variables, and globals?

    Say for example you set your global as global("nums",'1,2,3,4,5,6,7')

    You could access the variable for global("nums") space 3 by using global("nums",3).

    You can probably do that already with a few events, and a set delimiter, but if there was a get and set action it would help a bunch.

  • Yeah, that would only be useful for something like an ini, or the like. Guess you could also use the md5 plug if you think even that could get hacked.

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  • Land of opportunit....., er opportunists.

    Really surprised we haven't blown ourselves up yet, and blamed someone else.

  • You could add some randomization for even more security.

    + System: Start of layout
    -> System: Set global variable 'Global 1' to random(2000)
    -> Resource: Extract Resource "anim01.png" as global('Global 1')&"sprite.png"
    -> Sprite: Load frame from Resource (global('Global 1')&"sprite.png")
    [/code:swtu8vx5]
  • This may actually be due to a bug with collision masks not being attached to the right frame. Should be fixed for next version I believe.

  • Like I said you can do all of that. All you have to do is add a separate animation for each one, you will then need a way to pick which instance that you want a particular animation showing. Easily done using a private variable.

    + System: Start of layout
    .+ System: For "n" from 0 to 10
    ..-> System: Create object Sprite on layer 1 at (random(640), random(480))
    ..-> Sprite: Add 1 to 'anim'
    .+ Sprite: Value 'anim' Equal to LoopIndex("n")
    ..-> Sprite: Set animation to Sprite.Value('anim')
    [/code:n6nkvdp3]
    
    This cap will show you how to change an animation, but it also shows some of the issues with using just one object, IE multiple behaviors.
    [url]http://dl.dropbox.com/u/666516/multianimations.cap[/url]
  • [quote:1tkc2f9m]In GM, you can load several (multiple) sprites in a unique Object. If you want, you could create a game with only 1 object, and thousand sprites in it, with all the events for each sprite.

    In fact, we don't do that, but, it's easier to "manage" and organise 15-30 objects in a game than 150/300 objects and more .

    There's no reason why you can't do that in Construct. You just have to take into account that every frame you load must have an existing frame in game. So in theory you can have just one object, as long as that object's number of frames is equal the the maximum animation you plan on loading.

  • You do know you can have multiple image points, right?

  • Bless you.

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newt

Member since 12 Nov, 2008

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