newt's Recent Forum Activity

  • Overlap at offset only checks the one spot, not all the spots in between, so -n, and n both would be in the same condition, in the same x, or the same y.

    It scales from its origin, so if the hotspot is in the center, then yes.

    The scale action works on both width, and height, so it has little to do with this.

  • Its been a while since we had many updates to the editor, so I thought I might make a few requests, a few of which are probably already on the todo list.

    Is overlapping at offset between minimum, and maximum:

    An additional condition like overlap at offset, but checks all pixels between two values. Like if you gave it 4, and 8 it would check all the pixels between the hotspot +4, and the hotspot+8. Something like -10, and 10 would basically check both the left, and right for a collision if it were on the x. I realize you can use the los behavior for this, but that can complicate things, like a 45 cone would get just one direction, but if you need multiple directions you must add another behavior. Blah, blah, blah 360 degrees misses corners, etc.

    Run time editable hot spots:

    The origin is where and object can be scaled from. Say for example an object had the origin on the left center, and you scaled the width higher, it would look like the object was growing towards the right. The only way to make it look like its growing in some other direction is by either changing the angle, which may not work in some situations, or add another object that has the hot spot set to the preferred side.

    Origin for los, other than hot spot:

    The hot spot isn't always the ideal position for the cone origin, and using a dummy object is overly complicated.

    Also: Can't see around square corners, so using "solid" can be an issue with something else that uses solid, say tilemaps.

    Object.timescale:

    We have object.dt, but using the actual timescale would simplify some things.

    Weighted random:

    It would be nice to have an expression that that gave us random as a chance, or dice roll, or percent. Like in this thread:

    There are so many good places to use that, but implementing it for each "roll" is a big hassle. Id say use a function, but then you get the picking issue.

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  • http://en.wikipedia.org/wiki/Mailto

    Add the browser object and use the go to action.

    [attachment=0:2nldusr1]Untitled.png[/attachment:2nldusr1]

    Just use whats in the example's quotes, and get rid of the <> tags.

  • You can use mailto:, or use a server.

  • If you want to experiment, then C2 is the way to go, even with the limitations.

  • Nope, I guess C2, has now surpassed CC in terms of development.

    Thats not to say there aren't a few things you can do with the existing plugs in combination, xml, canvas, image manipulator, etc., but it would be rather convoluted, and would require an external editor.

  • Have you thought about trying to split the text up a little?

    Also browser alerts for text probably aren't the best idea.

  • Wouldn't it be a better idea to put all your data into an external file, and import it via ajax?

    Storing data "in game" is usually thought of as a bad idea.

  • I disabled the else, and the above event, and cpu did go down a bit, but to be honest it looked like garbage collection was working on my end.

  • Imagine you're at the library, and the librarian gets right in your ear and goes ssssssssssssssssssssshhhhhhhhhhhhhhhhhhhhhhhhhh, and doesn't stop

    [attachment=0:14lvgpaw][/attachment:14lvgpaw]

  • You could also try the firebase plug:

    It should suffice for a simple score board.

  • That's kind of like that Star Trek episode where the aliens only spoke in metaphors.

    If you don't know what the metaphor is referencing it means noting to you.

    Basically its out of scope to the computer.

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newt

Member since 12 Nov, 2008

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