newt's Recent Forum Activity

  • There's not much else to do to it other than do the pathfinding, and movement differently.

    I was hoping there would be an easier way to address those issues using the existing plug, like a change in how the movement is done, but official plugin work is on hold while they figure out C3. Aka no editor based paths, and then I'm not going to use third party plugs in something I sell in the Scirra store.

    I have figured out a way to deal with it, but it would mean not using the movement part of the plug, which seems kind of backwards.

    Plus it's kind of mathy, and the idea of the template was to make it easy as possible.

    If I were to make such a change I would sell it separately, but include it in the existing template for people who have already purchased that to download.

  • It's not easy, and varies widely between platforms.

    You might do some research into how it works first, but even when it does work it seldom pays off.

  • Ashley's last post still remains true. There's no real indication that even a native exporter would speed up anything.

    That being said, what if a native exporter was made, and it did not speed up your game?

  • Yep, all you can expect here is witty remarks like:

    Would you like some hey with that cow you're having?

  • The name Setup, pretty much screams virus.

  • Really need to rename the exe.

  • Its was just:

    family, for each ordered by y ascending, send to front

  • I'm down with obb.

    Yeah, you know me.

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  • For a grid its:

    int(self.x/n)*n

    Where n is the nearest number to snap to.

    Otherwise just use set x to int(self.x)

  • You have two options.

    Either snap the objects to whole numbers using events.

    Or don't check exact coordinates, check if it's within an area. ><

  • Maybe we could convince them to start allowing sales of plugs in the Scirra store.

    At least for those we know will be around for support.

    They have supported supported us already, Rojo, Rex, Cranberry, etc

  • Lerp(sprite1.x,sprite2.x,0.5)

    Lerp(sprite1.y,sprite2.y.0.5)

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newt

Member since 12 Nov, 2008

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