newt's Forum Posts

  • Funny that you should use the South Park reference, especially after their last episode was so down on the "freemium" model.

    Well, on crappy games at least.

    Then again you can't pirate something thats free

  • Sounds like the color picker set the alpha control in the rgb values to 0.

  • Basically a function breaks picking, and also breaks things up.. the opposite of what you are going for I know, but it can help to keep things separate, at least mentally.

    Pick else sounds like it might be a good idea, but it just goes against the flow of picking, and filtering, which removes objects from the sol, rather than adding to it.

  • x = centerX + cos(angle) * distance

    y = centerY + sin(angle) * distance

    z = centerZ + sin(angle) * distance

    Just think of z as another y, another plane, that works just like the y, except it intersects x, and y, ...oh and scales in size as it gets larger, and closer to the center.

  • Best place to use a function imo, but the fact is the initial will work, as long as it uses a top tier within the condition to pick.

    Remember every time you start a top tier subevent that does some other picking it forgets what was picked before.

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  • OK, now suppose the gas tank is empty.

  • Asks a game forum how to web traffic.

    Bios says job is web traffic.

    Sounds legit. / sarcasm

  • I wish it would get id, but for now it just gets uid, which you can store in a variable to use in picking.

    You can also fake it by using pick closest, since thats basically how the turret works.

    Keeping the id would mimic "first in range".

    Just keep in mind the instance ids change when one is destroyed, not a real big deal if you know how that works.

  • shinkan

    Can't you just use the tilemap's "set tile range"?

  • OK, but there are a few things you also need to think about.

    First is that what you are looking for is a change on how the sound is rendered, by the system, not a change in the C2 engine, or better described as a hack.

    Second, the kind of timing precision you want isn't there, especially on mobile. You'll be lucky to get 0.1 ms.

    Thirdly, this is why we have polyphony.

    Html5 is just now barely suited to game dev, sound manipulation is still a bit off into the future. To be honest, what we have is pretty damn good considering what the api covers. I think sound engineering was one of Ashleys majors, so that might have something to do with that.

    Also theres nothing wrong with using an even shorter sound for that type of situation.

    Anyway, it may very well be that he can change the system to accommodate that change, however my opinion is that like it or not, it is a "feature", and I don't like getting rid of them, as you never know when they will be exploitable.

  • This worked fine for me.

    [attachment=0:3uzg48i8][/attachment:3uzg48i8]

  • Why not make your own fade in events?

  • Both those formulas might be nice to have as expressions.

  • Theres not much in the way of tuts for webgl, or the plug sdk either. That doesn't mean its not in the todo list, probably just not at the top.

  • Nope.

    There are tons of ways to associate objects together, and change their z.

    Not to mention changing layers order might not play well with layer fx.