newt's Recent Forum Activity

  • Wow. That's one for the wiki.

    Edit:

    Ok it works for move to position/ move to mouse, but not for waypoint.

    Just as well I guess, all waypoint does is ensure pathfinding around solids, and can actually bog down the system.

  • GMG

    Here's a modification of your solution that should work.

    + System: While

    + System: "Solid" at (Sprite[RTS].DestX, Sprite[RTS].DestY)

    -> Waypoint: Set X to Random(DisplayWidth)

    -> Waypoint: Set Y to Random(DisplayHeight)

    Holy $#!^

    Wait, you can evaluate a sprites attribute?

  • Does the "Is visible" work for multiple instances of a sprite. So say you have 100 instances of one sprite on the layout, but only 5 that are visible would that only put the 5 instances in the SOL?

    Yeap. You can even invert "Is visible" to put the other 95 into the sol.

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  • Cant wait to try these out!

    Thanks!

  • Another request on this behavior.

    You have conditions to compare distance on the path, but its only returning that value down to its decimal.

    Would it be possible to get that value returned as an int?

  • Id post a cap of the function object, but so often the new users are using the stable, and I have at the moment is the latest unstable.

    Any way there should b something on the wiki about it.

  • EDIT: I'm not quite sure what you mean by 150 extra objects? When I tested your cap 1000 extra sprites where spawned at max. Or do I get it totally wrong?

    That's strange, guess your using unlimited framerate?

    I'm using v-synced at 60 fps, and it never drops below 70 fps, and 150(ish) objects.

    Its also using 4 megs of vram for the one additive fx, another reason I'm not sure if it's even a good idea.

    I mean the spawning effect looks ok, other than the occasional skip. And thats really the main reason I thought an fx might be better.

  • A request, and a question if its even possible.

    Ok so the idea for the fx is kinda like whats in this cap:

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

    Basically an object with the fx would fade out in time, but the question is is it even feasible?

    The cap only makes about 150 extra objects, but would doing something like that with an fx take up more resources?

    I guess ideally the fx would only fade out if the object is moving, again don't know if that's possible.

    Any thoughts/ takers?

  • I'd say something like another private variable.

    Like:

    On key f pressed

    ->set idjoueur to 2

    idjoueur = 2

    bouste set animation to coupoing 100 ms

  • Each grid is set to 32, and your speed is 120, that means you have .325 seconds to show the animation before it resets. With each frame set to 10, that will give you .4 seconds of animation to show for each cell... not enough time.

    You can either change your grid settings, and animation settings.... or, not use tags and set up your own with events:

    + Hero: is moving

    -> Hero: Set animation to "archerwalk"

    + System: Else

    -> Hero: Set animation to "archerstand"

  • I did not understand the newt proposal however. Did you mean to create additional sprite just to use it for collision detection?

    B.

    Yeap, but the bug that's causing the need for that is fixed in the next build.

    Quasi

    I think he's using the "avoid solids" feature that's built into the grid behavior.

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newt

Member since 12 Nov, 2008

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