newt's Recent Forum Activity

  • Just a simple way to get those Braid time warp effects.

    Path behavior really does open up a lot of stuff that would be hard to implement otherwise.

    [attachment=0:38ba2cep][/attachment:38ba2cep]

  • You would need a dummy, but since its visible on other layers...

  • [quote:dmsapk5a]As to the dropshadow.

    Why dont you just move the lightsource instead?

    Shadow Caster needs a lightsource, dropshadow doesn?t.

    You can change the offset to a negative value.

  • Ok a little bug

    If you Reverse the path then change its velocity it will automatically go back to normal movement.

    Not a big deal as the workaround is to just add another reverse after that.

    and a suggestion.

    Can I has acceleration, and deceleration for velocity?

  • [quote:1qekq4jo]- [FIX] Crash drawing Sprites on non-SSE2 processors (R0J0hound)

    Oh yeahhh !! Now this version works on my pc because of that fix!

    Thanks!

    And i have something to ask:

    The dropshadow object need an option to change the angle of the shadow created, i?m using the effect "Flip Vertical" to make shadows of my characters but something wrong is happen, the shadow always stay on the screen even if i move out of it?s vision, i remove the "Flip Vertical" effect and this stop to happen.

    If i can change the angle of the shadow this won?t happen.

    I uploaded the .cap file:

    http://www.4shared.com/file/237893610/5 ... _Test.html

    Move up and down to see the shadow staying on the screen.

    One more thing is that there?s many effects causing too much lag, i think it?s because when an effect is actived it?s stays to "calculating" in the program, that would be correct on effects like Warp and Wave, but many others effects, like Blur, doesn?t need to be "calculated" by the program every time, am i wrong?

    As to the dropshadow.

    Why dont you just move the lightsource instead?

    And as for always calculating the fx, yes it does. You have to remember its not changing the actual sprite, its changing its appearance via your graphics card.

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  • Sure its possible, but you should probably get your money back from whoever told you it would magically appear with only two people working on the development.

  • The answer is there really is no collision event. The movement was designed to make sure that npc, and player movement could be controlled by not allowing object to go over other objects with the solid attribute... well at least not unless you force it to like in the second layout.

  • No its not broken. It just doesn't do what you want it to. All it is is a movement, and that's all it does.

    There are basically four ways to do what you want.

    1. An on collision event

    This is a trigger once event, meaning it wont trigger it again even if the objects are overlapping.

    2. An overlapping event

    This is a continuous event, meaning the it will trigger as long as the objects are overlapping.

    3.An overlapping at offset event

    Same as overlapping, but it only checks one side x, and y. If you want it to check on all 4 sides you will need to add additional conditions for positive x, negative x, positive y, and negative y.

    4. Distance(x1,x2,y1,y2) Distance between points

    This isn't an event, but an expression. You can use it in a comparison to tell the distance between objects.

    Example:

    system compare distance(sprite1.x,sprite1.y,sprite2.x,sprite2.y) < 32

    -> do this

  • Im getting something like that on rotation with zooming when it gets to 200%.

  • On Jamendo you want CC license number 3. Free to use as long as credit is given.

    This should take you there:

    http://www.jamendo.com/en/albums?license_class=cc_standard&license_maxrights=sa&license_minrights=by+c+d

    This guy also has some good stuff, and a similar license (credit given)

    http://incompetech.com/m/c/royalty-free/

    Its where I got the music for the demo I submitted.

    Also Sprach Zarathustra.mp3 by "Kevin MacLeod".

  • Are you trying to load different images to the same sprite frame?

    If you want multiple instances with different images you have to add multiple frames to the specific sprite, then change to a different frame when loading.

    Just setting a private variable wont help unless you do something like compare private variable-> set frame

    BTW sprite has a function for this already "Load animation frame from file".

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newt

Member since 12 Nov, 2008

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