I'm just wondering if you can rotate the game or layers? I'm wanting to be able to rotate it by 90 degrees.
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I'm just wondering if you can rotate the game or layers? I'm wanting to be able to rotate it by 90 degrees.
You mean inside the runtime, or the level editor?
Runtime.
I saw two of such engines made by Pixelthief. Worth asking.
The Viewport extension can rotate the screen easily during runtime, just remember 2 things.
1) Viewport must always be ordered to the front because actives and the like are that are in front of viewport are not rotated, lives and score should be ordered to the front afterwards.
2) Get Viewport 2, not the normal one else it can't actually rotate at all.
And that is where?Quote:
Originally Posted by dragonguy
The Viewport version that can rotate the view is *very* buggy. It was compiled from my sources but I never really finished that version with the rotations properly. I know I've said it many times now, but I will fix it eventually ;)
You can manually set the angle of things... for now?
It'd be an important part of my game, so I'll probably have to use [censored] instead. It has a "set display angle" thing.
Why can't you give everything you want to rotate a qualifier and then set the angle? Actually, perhaps that is a bad idea, for it requires all backdrops to be actives and changing the angle of stuff isn't really good for speed.
Why did the forum censor the feature you mention?
Because it wasn't a "feature."
MindTwister managed it using some HWA effect I think?
i think pixel shader would be your best (and fastest) option
I tried using a rotate effect on a layer, but it squashes things unless you make the resolution square.
Make it square but just resize the window to your desired size.
Thanks LB, seems to work well. Pity the effects/shaders only work on windows though.
What I did was make the resolution 640x640, then resized window to 640x480. Which is good for windowed mode!
However for fullscreen, the game is changed to the normal resolution size of 640x640 (which is square). Which means I'd have to add black bars to make it appear as if it's 640x480. Which would leave the game with a large black border...
Not sure what to do.
Maximize the window and make it stretch to display and hide the menu bar.
Hmm, I wonder if an extension could be made to do this.
All you would need to do is get the surface of the whole MMF frame and then copy it to another surface, but rotated at an angle, then draw that surface back to MMF.
If you do this at the very end of the MMF loop just before it redraws the screen, it should theoretically work and you can keep all collision detection and other stuff working fine.
But of course this would be visual only, if you wanted to the player to interact with the current frame angle then it might be tricker