newt's Recent Forum Activity

  • I got the idea to do this:

    From Deadeye's example.

    The question is, why is it randomizing the sizes of the sprite while giving it random angles?

    Not that I'm complaining mind you, I was planning on doing that anyway.

    Which brings up the request, could we have a set way to set a sprites size other than having to do it separately by width, then height? The reason I ask is because if you just go in and say set sprite length to random(x), then do the same for width, you wont have the same aspect ratio.... unless your lucky.

  • Well I dont have shaders past 0.0 so Im not sure what the warping does.

    I'm assuming it gives like an underwater effect?

    Any way I was thinking would it be possible to turn off the effect when its scrolling, then turn it back on when there's no movement?

  • Byproduct thats more like a mutation.

    Awsome effect tho

    Also holy fing cow look at this code

    System: 3 For each Blue 0 
    Green: 10 Value 'ID' Equal to blue('ID')+1
    

    GreenSet position to BLUE.x+(cos(angle(BLUE.x,BLUE.y,Green.x,Green.y)))*(BLUE.width), BLUE.y+(sin(angle(BLUE.x,BLUE.y,Green.x,Green.y)))*(BLUE.width)

    GreenSet angle towards Blue 0

    CanvasDraw rgb(lerp(0,255,green('ID')/green.count),0,lerp(255,0,green('ID')/green.count)) line opacity 100 from (blue.x, blue.y) to (green.x, green.y)

    CanvasDraw rgb(lerp(0,255,green('ID')/green.count),0,lerp(255,0,green('ID')/green.count)) line opacity 100 from (blue.x+(cos(blue.angle-160-blue('ID')))*(blue.width*2), blue.y+(sin(blue.angle-160-blue('ID')))*(blue.width*2)) to (green.x+(cos(green.angle-160-green('ID')))*(green.width*2), green.y+(sin(green.angle-160-green('ID')))*(green.width*2))

    CanvasDraw rgb(lerp(0,255,green('ID')/green.count),0,lerp(255,0,green('ID')/green.count)) line opacity 100 from (blue.x+(cos(blue.angle+160+blue('ID')))*(blue.width*2), blue.y+(sin(blue.angle+160+blue('ID')))*(blue.width*2)) to (green.x+(cos(green.angle+160+green('ID')))*(green.width*2), green.y+(sin(green.angle+160+green('ID')))*(green.width*2))[/code:3efuputc]

  • Hmm, I wonder if thats vector?

    Anyway the ocean waves are frigen awesome

  • Might be nice for putting games on a stick.

    Also unrelated 200 get.

  • Could be a couple things, there might be an issue reading the updated flatfile, you might try using multiple files, or you might be downloading something Construct wont handle.

    I tend to think it's the latter.

    Dunno check the server to see how its saving, and appending files. I have no idea if Construct cares if the files are ANSI, or binary, you might check that too.

  • Oh wow, you can do more for 0.0 that i thought.

    Looks awesome.

  • Strange, for some reason both the snow. caps give me an error the first time I run them.

  • Yeah cc and os gpl don't really mix that well, but... oh well.

    If you really want to license it, you might try to make a plugin out of it.

    Actually I'm not even sure you can license it at its current stage.

    Its a cool concept, one thing I notice is some of the panning seems to be a little exaggerated from the side, one balloon will zoom in real quick while another will stay the same size.

    Any way good luck with it.

  • I agree, "is moving" would be quite helpful for for a lot of things.

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  • Thanks, works nice.

    There's a condition in the rts behavior called "object is moving" that might simplify things.

    That is is if you want to use that behavior.

  • Ill post it, but it's like Ashley said. When you use the literal name, or a string, use quotes.

    Its just that the way its set up is not very clear where its going. Plus if the layer doesn't exist, whatever you place on the nonexistent layer simply vanishes. This should probably give an error or something.

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newt

Member since 12 Nov, 2008

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