newt's Recent Forum Activity

  • That would depend on how you are moving the shadow caster, and how many angles your allowing it to use. You can avoid "extra" angles by setting the number of directions in preferences.

  • Doesn't a group solve this?

  • If you don't want it to shrink past 0, then add a condition to that. Something like:

    System compare trail height is greater than 0

    ->set height, width bla bla

  • The trail object starts out at 17 pixels width, and height, but you have an event that tells it to shrink.

    However once it gets past zero it will go into negative dimensions, and actually grow.

    Cute effect.

  • You know there is a dropshadow object?

    To attach a dropshadow object to multiple instances you simply put it in a container with the sprite.

    Then at start of layout you do a for each on the dropshadow attaching it to the sprite.

    Same goes for a dropshadow made out of a sprite, but instead of start of layout you do an always event and for each on the shadow sprite -> set position to container object.

  • I notice there's been a lot of requests for this lately, and frankly I'm not too terribly interested in it, especially since I don't have a server to test things out. So that makes me wonder how many people here already have a server ready to test things on?

  • Doubtful if this gets changed. The Avi object is more or less a cookie cutter plugin, meaning they made it as simple as possible. Whats really needed is a new object that doesn't rely on Windows controls.

    So until C2 comes around, or someone out there decides to make a new plug....

    Now if you don't want to wait you could use a Python module to open a new window and play the file.

  • Construct doesn't run on 10. Only the latest 9.

  • No change, but as far as I can tell it seems to work. I mean the frames change as long as I don't go over 08/08. Also I don't know that would have changed anything anyways. It was set to call the function after timedelta, and that can be way sooner than 10 ms.

    Sorry tulamide, but it looks to me that function is working correctly, and the only conclusion I have is that something is messed up in the conversion.

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  • Sorry, but duplicate instances have to have the same animation. How ever they can have different frames. So you can either load all frames into the same object, and change each instance's frame, or make a different object for each animation.

  • What version of Directx?

  • Same as Python's sprite[index]. Would be nice if we could do that for families as well. Perhaps something could be done in the family editor where the user could arrange objects to the order they wanted them.

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newt

Member since 12 Nov, 2008

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