newt's Recent Forum Activity

  • Why not just use containers if you want each enemy to have a health bar?

    --This

    You will (probably) need a for each without a trigger to set the position, and the health bar will be created when the enemy object is. If you don't want it visible until it takes damage just set it to be invisible, and use a condition that compares a variable.

  • Image manipulator can do all that. Note you cant copy from image manipulator to canvas, but you can copy from it, then again you don't really need to copy to canvas, since you can use paste object.

    Note image manipulator has many quirks about it, it seems you have to flip an image you copy from a sprite, and the crop feature...doesn't really work as expected.

    Edit:

    Also note it may take a tick to update some things since your working from the gpu... the function object is your friend.

  • Yeah, and that would be really noticeable if it were on the x, or y axis.

    Also I guess somebody should mention that an addition to the sine behavior probably wont happen, since z(currently) is a sprite object dimension. It is the only object set up for it.

    Not that you couldn't fake it for other objects.

  • Yeah Linkmans always got a positive attitude.

    Congrats!

  • newt that would make a saw wave?

    Nope it makes a sine, its the same speed going up as it is going down.

    What it is is a simple toggle, simple to implement, and simple to understand.

    btw you might post an example of your formula in action... I assume your smart enough to figure that out.

  • + System: Sprite.Value('num')%2 Equal to 0

    -> Sprite: Set Z elevation to Sprite.ZElevation+1

    + System: Else

    -> Sprite: Set Z elevation to Sprite.ZElevation-1

    + System: Every 5000 milliseconds

    -> Sprite: Add 1 to 'num'

    3 events with a private variable

  • Actually that looks pretty much dead on. I think what your noticing is what you would call an optical illusion. The speed is constant, but the sprite has less area to cover.

    This cap shows the same thing happening even tho the points are all about the same distance apart.

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

  • You need to re enable rotations, and down at the bottom of that tab set angles to normal, or n angles, then set the number of angles to eight.

    Then you need to call the named animations when you want them to change.

    + spriteFootman: is moving
    -> spriteFootman: Set animation to "Move"[/code:s1xmxhzy]
    
    [code:s1xmxhzy]+ spriteFootman: [negated] is moving
    -> spriteFootman: Set animation to "idle"[/code:s1xmxhzy]
    
    Also when you select the angles animation you can change how fast the animation plays.
  • Did you assign the different angles in the animator bar?

    For each animation you can have several different angles that are automatically used when the object is at that angle.

    Just select the animation, right click, and select add new angle.

    Also be sure to set the number of angles in the properties tab, on the left side.

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  • The value is being set, but yeah array compare value at x,y,z is not working.

    In fact its not returning anything true, or false.

  • Oops, Quasiblob infrigment.

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newt

Member since 12 Nov, 2008

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