newt's Recent Forum Activity

  • > For RPGs? I don't know... I typed in 'sword' and it returned keys... What am I supposed to do, slash enemies with keys?

    >

    Argh, I hated Kingdom Hearts!

    Didn't everybody?

  • Cant you just have it change opacity when it overlaps?

  • As I said, yes it is a bit redundant, its meant to simplify, and speed things up.

    While it could have all the display attributes of its master, it would not mimic any of the behaviors of the master.

    For example, currently you can not change the size of any object using the physics behavior, so one way around this is to use a dummy sprite.

  • I don't think there is less dialog because its harder. There is less dialog for the same reason people choose to play a game rather than read a book.

  • Its Saturday time for Compo.

    <img src="http://i84.photobucket.com/albums/k11/tony8393/get-to-the-choppa.jpg">

  • Just a thought I had. Since we're always using dummy sprites for this and that, wouldn't it be good to have and object that was just for that purpose?

    I know it might be a bit redundant, but it might be a lot quicker if we could have some special options in the preferences tab.

    For example if it was placed in a container it would have the ability to mimic its container object.

    You could have the ability to set its position, image, angle, size, animation, etc based on the "master" object, all in the preferences tab.

    Something like if image was unchecked, but position, and angle were, the dummy would always set its position, and angle to the master sprite, but it would have 0 opacity. Then its size would remain the same as well.

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    * Construct for Best Tool or Utility for Developers

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  • <img src="http://dogasu.bulbagarden.net/manga/getto_da_ze/getto12-hammer_deigda.gif"> <Dead

    ^evgenia

  • Only time I get any issue, with sound is when the cpu is overloaded.

    Any way post a cap, and a sound file. Lets see if any one else has an issue.

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  • Same file?

  • > 45 degrees

    >

    ...30 degrees. Well, 35.264 degrees to be exact.

    In any case, that'd work for floor tiles but anything with height looks crappy with that effect. It's not how isometrism works.

    It depends on the angle of the tiles, yes 30 degrees is the standard measurement, and 26.565 is for pixel perfect. You can set the angle to what ever you want, and adjust for it in the zoom.

    Im not sure what you mean by effect, the angle, or layer rotation?

    > iso behaviour would be nice, since all iso stuff is pretty much doing the same thing.

    >

    Just occurred to me: wouldn't be the Grid Movement be really helpful here?

    I tried and it lacks some really simple stuff to work.

    -instant displacement if speed is set to zero (having a really large speed works but it's kind of inelegant).

    -move vertically AND horizontally: currently you can tell it to move either vertically or horizontally. Custom grids can take any shape but they're regular and you can always fit them into a square grid with some redundance. In an iso grid you'd move 1down+1left, 1up+1right, 2left or 2right. The grid would be half the width of a tile and the height of a tile, centered on a tile.

    With vertical+horizontal grid movement you can even do hexagonal tiles or any weird regular discrete mappings you can come up with. No idea about Z though if it's a multiple of tile height it would work with this too. Maybe a custom movement axis?

    Perhaps this is simple enough to implement?

    Yeah grid movement has exactly what we need for movement, just needs a few more commands to be useful.

    Then again if you wanted a Diablo-esque type of game all you would need is the rts behavior.

    That is if you use the layer rotation way I posted.

  • Ok well one way to create an iso movement would be to use the grid behavior on a separate layer.

    You then rotate that layer 45 degrees, and set its zoom to x= 200.

    But any thing on that layer will be rotated, and scaled by twice its width.

    http://dl.getdropbox.com/u/666516/isogrid2.cap

    I suppose you could compensate beforehand by rotating, and scaling the sprite.

    Better would be to figure out how to have another layer set to normal, but the sprite would follow a dummy sprite on the rotated layer.

    As you can see from the cap the sprite will get x,y from what ever layer its on regardless of what you tell it to follow.

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newt

Member since 12 Nov, 2008

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