newt's Recent Forum Activity

  • Using a container will run into another problem when doing a trace, or trail. You probably wont notice on smaller trace's but if its longer the trail will disappear faster than it should, because the particle is destroyed.

  • Have you gone over the Ghost Shooter tut?

    SpriteSet animation speed to Sprite 0 .Value('variable name')

  • You assign it to another layout. Then use it like a window.

  • [quote:1nz9noq1]If you just need independent repeatable pseudorandom values Construct already has the best algorithm out there as an expression: Mersenne Twister, as random(max)

    Is that the system expression: max(a, b [,c,...])

    Retrieve the maximum of the given values. You can pass any number of values.

    Care to use that in a sentence? Better yet an implementation.

  • You could also potentially send an image to the image manipulator and get the values of each pixel.

    Yep I do that in my terrain generator, but its terribly slow tho...

  • You know, I thought about shooping a pic of Rick Astley on top of the pony.... but Im just not into it.

    Besides I get this strange feeling that the pixels might somehow coalesce into a black hole and rip into some strange universe where everyone's name is green, and they all wear pink tutus .

    Oh,oh,oh! I just thought of a cool game!

  • Two questions.

    Is it even possible for vertices to have collision detection?

    If so why not make a vertex object? I can think of a lot of uses for it.

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  • Oh wait scratch that sprites are a terrible idea, your limited on how big the map can be set.

    I guess your just going to have to judge by what it might be used for versus how big a draw it would be on the system. I have no idea how much juice a shader would take, and we all know that a huge sprite is just about un-usable.

    Some things to keep in mind. The texture doesnt necessarily have to be rendered in real time, but any kind of animation, or blur would take up huge amounts of vram. Although a tileable noise might fix some of that.

  • Given that a distort map's vertices give a nice matrix already.... I'd say sprite.

  • Well adding an extra event, and then taking advantage of the time it takes to go from float to int gave me something like this:

    System: 0 ScrollY + clamp(DisplayHeight / 2 + floor(Sprite 0 .Y / DisplayHeight) * DisplayHeight - ScrollY, 0 -timedelta * DisplayHeight, timedelta * DisplayHeight) Different to ScrollY
    System:   OR
    System: 0 ScrollX Different to ScrollX + clamp(DisplayWidth / 2 + floor(Sprite 0 .X / DisplayWidth) * DisplayWidth - ScrollX, 0 -timedelta * DisplayWidth, timedelta * DisplayWidth)
    

    SystemSet time scale to 0[/code:3aw0i21o]

    You still need to turn off bounded scrolling, or you'll get that bug at the end, bet ehh add a solid wall there.

    You should be able to use time scale in the always event somehow, but Im not seeing it. Clamp is about the only usable function, but getting the numbers right is a pain.

  • I did the zelda style scrolling in one event hehe

    I think we need a new system expression which is similar to clamp and similar to lerp. I need a name for it...but basically you give it a value, another value, and the amount to move the first value towards the second value...

    so it's like this:

    return source + clamp(destination - source, -dist, +dist)

    Clerp?.. no wait Clarp!

  • Well I didn't make the font I just made it pretty.

    As to the q you might need to adjust the hotspot to fix it, but thats one of the issues with using a non monospace font.

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newt

Member since 12 Nov, 2008

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