HWA targets are quite limited in their functionality, and this includes some of the more special blit operations. Alpha composition is not natively supported in MMF and was implemented by hand by me,...
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HWA targets are quite limited in their functionality, and this includes some of the more special blit operations. Alpha composition is not natively supported in MMF and was implemented by hand by me,...
Kakise if you still need help let me know (I know it's been months, sorry)
Darkhog if you could upload a small MFA isolating the problem that would be super helpful!
If you don't set the collision tileset, it will use the graphical tileset. Also, the object check condition should work with the very latest version, let me know if I'm wrong and you're using that.
...
Hey,
You won't be able to do this without a HWA-specific header not included in the SDK. I'm not sure if I'm allowed to post it here, so you can send Yves a PM asking for CEffectEx. (Calling the...
If you want to trigger a condition, you need to call Edif::Runtime::GenerateEvent(ConditionID). You can do this in a loop to simulate a fast loop, etc.
Triggered needs to be false, and I think it defaults to false if not specified.
I don't think that's possible right now, but I could expose an API for extensions to be able to do this for the next version (sadly it will probably be a while before I get to that)
Yeah, all that stuff isn't very well documented :B A per layer tint sounds like a reasonable idea, and would probably make rendering much faster if you didn't have to enable callbacks. I'll have to...
Alright, those sound quite simple so I'll probably implement them when I get to it, but it might take a good while!
Hey, nice work :) It seems like the videos on the steam page aren't properly embedded, but I was able to find them manually on YouTube: https://www.youtube.com/watch?v=7LMXfUPd2MQ
I never thought...
You should check out INI++, that extension is quite brilliant for storing data in a readable format. It also has very powerful actions, etc., for all kinds of things. Of course, it doesn't have the...
Nice :)
I will fix 1) and 2) in a while; it seems they're not too urgent so I will get to them when I have some time to work on the extension again.
Don't be hesistant on giving feedback...
Here you go:
http://lukasmeller.com/mmf/extensions/beta/TileMapPreview.zip
* String properties now load properly
* New expressions for current layer/tileset and a layer's tileset index
* Fix...
Ahh, I see, sorry. I just had a look at the code again, and there is indeed a typo that breaks this action. I guess nobody noticed in all this time since most people will use a constant number of...
Hey. Sorry, I'm a bit busy atm.
First of all, if you add/insert a layer it is selected automatically.
Your assumption about how Tile Map insertion works is correct, the old layer at the given...
Hey! Does it work if you load all the tilesets at edittime in the object properties? Are you sure you're changing the tileset while the right layer is selected?
Regarding the collision thing,...
I'd love for you to elaborate on that. I'm guessing you prefer to work with MMF's internal image editor?
Darkhog and dustingunn,
I think I can answer your questions in a unified manner. Tile Map is first and foremost an extension for that allows the programmer flexibility and performance. The...
I don't have access to MMF right now but I think there is an option in the app properties to change whether you want to use resampling or not. It doesn't have anything to do with this extension, I...
Haha, that localization definitely needs work! Wählen Sie EINE Datei ;) But I think it's better to just say "Datei wählen"
Having said that, your game looks really nice! It has some of the Klik...
I can't help you, but looking at the Surface source I originally intended for there to be a quality setting when saving JPEGs, but I scrapped it - perhaps for the same reason. (Disclaimer: That was a...
There's Tiled, and an extension that can parse Tiled files and load them into Tile Map: http://community.clickteam.com/threads/78427-Tiled-Map-Loader/page13?highlight=tiled
I'm not very familiar...
Ah, duh! Thanks for the upload, but it didn't help. I THEN realized that it's not the Unicode version that's missing, but the normal one! Even though Fusion complained otherwise. Very weird. I'll...
For some reason F2.5 won't let me open it. Says I don't have the Unicode version of Surface installed :(
Sorry! You can always ask around to see if anybody is interested in porting it. As long as they don't judge my old, horrible code :D
For anyone interested in using this extension F2.5, I just had...
I'm sure it would be portable, but I don't have any intention of doing so, sorry. :(
I'm even more sorry for the even later response -- could you please reupload the file? XD
Haha, back then I thought your shader does a perspective transformation! That's what I tried to implement back then, and failed. It's too bad we don't have such a shader. But this one guy made a...
I haven't read this entire thread, but MuddyMole, it is possible to override the sampler state of a texture quite easily!
Here's what I've used a lot (not so much in shaders I've released - but I...
That's a cool shader :) One thing I've noticed (like in chrilley's thread) is that you don't need the width/height parameters. MMF automatically passes the width/height of a pixel to the variables...
Nice work :) It's nice to see more people experimenting with shaders. It's very rewarding, but can also be confusing/frustrating.
That's not quite correct, as it doesn't actually require you to...
All in due time, Jeff :)
Denine, can you upload an example? Do solid collisions work fine and only platforms don't?
Ls2, no, sorry. Examples should come with the ZIP. I've uploaded some very...
Alright, I hope this works for you:
http://lukasmeller.com/mmf/extensions/beta/TileMap.zip
The old version was moved here in case the new one explodes:...
I think I've finally fixed collisions in Fusion 2.5 due to another person requesting this (Sorry for not investigating this earlier). I will probably release a new "beta" sometime soon - let me now...
Glad to hear you figured it out. You could experiment with the color mapping a bit, e.g. multiply the red component by 4 so that it is more visible, or allow green and blue as well so that it's...
Yeah, the limits of D3D9 shaders are very limited. We've had a lot of frustrating problems with that :( Usually the compiler is also good enough to make your code as resource-efficient as possible,...
That's cute. Your graphics card could do this without breaking a sweat in less than a millisecond for the entire window! :D Sadly, Fusion 2.5 limits us to the Shader Model 2.0 from 2006. I can't...
Nice work :) The Binary Board and Surface are both extensions I always wanted to make. I'm not sure if you used Surface's source code (looks like it), but sorry for the ugly code if you did :P
No, sorry. :(
Very nice job! I was never able to figure out the math for this. The Internet was pretty useless because it gave me huge sources that were way too complicated for a shader. I'm amazed that it's so...
Yeah, like this:
sampler2D Tex0 = sampler_state
{
MinFilter = Nearest;
MagFilter = Nearest;
};
Usually you should be able to control this by setting the angle or scale of the object and...
Fantastic, I get 60 fps even with huge images now :)
Sure, I would be happy to take a look.:)
Oh no, not really. All those textures being rotated at runtime etc., that wouldn't work well in software mode. That said, I don't think it would be very difficult to add support for that, assuming...
Neat! I made a simple test animation with Spriter and it seems to display correctly. However, this only works with Direct3D 9 enabled (the software runtime doesn't display anything), but I only get...
Yeah, at this point, there is no official editing tool or anything, but you can use Tile Map to make your own editor :) It even has some helper functions such as selecting several tiles from a...
Hey,
I don't support any common file formats (back when I made the extension I was gonna support Tiled, but I didn't really like the format and it goes against some design choices with my...
Hey! It's definitely not dead yet. I actually spent a bit optimizing the rendering code today and thanks to Yves I was able to gain quite a performance boost (in HWA). I'm sorry that it doesn't work...
ouly, sorry for that! I'll put it on the todo list. Frankly I'm a bit shocked how late my response to your post is. I'm just preoccupied with other things currently, so fixing extension stuff isn't...
Hi, you can grab my shaders here https://dl.dropboxusercontent.com/u/80112437/Shaders.zip but it will only work in the windows runtime with Direct3D 9 enabled.
Strange that the help doesn't work in F2.5; obviously the SDK must have changed somehow in that regard. Will have to take a look.
Glad you could figure out that color picking issue by yourself.
I definitely want to fix this. I'm really sorry that updates have been so slow recently. It's a deadly mixture of lack of time due to uni, other interests etc. and lack of motivation to sit down and...
Hi. I'll take a look. Might be possible to implement via the DLL object. Those download links i posted yesterday should come with a help file!
I just had a look at the issues you reported:
1. It works here (MMF2, can't test 2.5 right now)
2. Wait a minute, are you using an old version...? There's no specific example mentioned there.
3....
Hi (sorry for the late response),
None of these errors should exist (I'm especially worried about the hot spot issue), thanks, I'll look into it
Hey everyone, I apologize for the lack of updates (especially colej_uk)
colej, I may have a look at it tomorrow. I'll be able to tell if I can implement it within the next days.
Tile Map can be...
Hello everyone,
I'm currently in the exam phase at uni. Not sure if I will squeeze in some time for extension development (because bug fixing etc. is mostly not really enjoyable, it would just add...
Eh, there's no easy way to reduce the colors, except maybe reducing the color resolution by dividng and multiplying the image by a number. Adjustments > Perform operation... divide by "64", multiply...
What do you mean exactly? It's not possible to save 16 color images, no. You can reduce the colors of an image if you wanted but it would still be saved in full color.
Not sure what you mean by "ignore". The alpha won't be multipled. If both images have alpha -> some pixels won't be 100% visible, you need enable alpha composition in the blit menu. However AFAIR...
Hey,
It's possible but unfortunately there's no efficient solution - you'll have to use a user callback, which is similar to looping through all pixels via fast loop, but faster.
...
https://dl.dropboxusercontent.com/u/80112437/Surface25.zip
Really great work! :)
Gah.
I'm so not looking forward to fixing any of this, to be honest, but I guess it has to be done.
Unfortunately that won't work anyway I think. I don't know the exact details right now, but...
Are you sure you have the latest MMF2 build? I think I increased the minimum build number.
I think I never figured out how to do that. I don't know what the default quality is (it's part of MMF's API).
Sorry for the lack of examples. I've been very inactive regarding MMF extensions within the last weeks, visiting family and whatnot. I've been meaning to update TileMap for 2.5 but unfortunately I...
Can you please make sure that there's no Surface.mfx in Extensions/HWA and Data/Runtime/HWA? If there is, simply delete them.
What LB said is correct. If you give me ~2 weeks time I could look into adding support for reading files from memory (I'm fairly confident MMF supports this).
All my shaders can be downloaded here https://dl.dropboxusercontent.com/u/80112437/Shaders.zip
Unfortunately the code on github isn't 100% up to date, it's missing some functions... and last update was written at my dad's - I'm hoping to get him to run TeamViewer on that computer so I can get...
Ohh, sorry. I didn't know you use a software fallback. I didn't even think about that, but yes I guess it's a bit slow. Probably still good enough if you only blit each frame (60 times a sec) and not...
Could you share your results, conceptgame? Knowing Yves is a busy man I don't wanna have to ask him myself as well ;D
FYI, you can temporarily obtain the Fusion 2.5 version of Surface here https://dl.dropboxusercontent.com/u/80112437/Surface25.zip and the MMF2 version here...
For one thing you could precalculate all values that are used twice, StringRay (the sin/cos stuff). Also, constant expressions such as 1.0/180.0*3.141592654 = 0.01745329252
Good luck :D if this works out, I'll implement a way to access those render targets in Surface, allowing you to operate on them :) That'd be nice!
I had no idea that even existed, tbh.
Well, you can't read from the screen from what I understand. It's a render target and you can't call any get functions on it. I have no idea how to access the texture behind it!
Unfortunately there's no way to enable HWA support for the Pixel Object, unless someone would figure out how to access the Direct3D internals of MMF and then read directly from the pixel buffer...
I...
Glad you figured it out!
Hmm it works here, can you send me an MFA? Are you using Unicode? Well you said you have the latest version but just to be sure, please try this http://we.tl/HSBpuXXc35
Yay nivram <3 Hopefully my new clickteam webspace will be up soon!
Ah right, that could be it, thanks! I will probably merge HWA and non-HWA into the same MFX, like I did with Surface.
Hi,
I will be looking into making TM 2.5-compatible this week, actually, but yes, a simple MFA showcasing the bug would be nice :) I know one guy who's using TM in 2.5 and is not experiencing...
Hmm, I haven't thought about that. I guess I could look into it.
Frankly I don't know. You can probably PM Yves to get it! It's not like it contains any super secret information.
Ahh dammit, I uploaded the F2.5 version :(! Sorry! The F2.5 version has HWA and non-HWA merged into one mfx, which is why it didn't overwrite your HWA version, conceptgame. This kinda bothers me, to...
This should work http://we.tl/MttX2oM6ho
The Surface Object comes with a CHM documentation at Help/Surface.chm.
Here is an example of how to blit something from within the application (from the "background").
You can download the...
That's great news :) I still have not taken a look at the whole Android thing but I will get back to you once I have. However, I can't tell you when that will be right now.
Huh, that reminds me, I'm pretty sure somebody told me that the GET object would get HTTPS support really soon back at Click Convention. What happened?
Anyway, nice work!
By C++ he meant the default .exe runtime for Windows (HWA included). There won't be a C++ source exporter for 2.5 anyway, that's 3
Here's some code from the extension:
http://pastebin.com/B1uD3tJZ
The most convoluted function is PlaySnd:
the first 2 parameters are of course those MMF-related ones. id is the sound ID (use...
> Processing 44.1kHz/16bit stereo sound in realtime requires a 133 Mhz Intel Pentium processor or better.
Well that's lame, who on earth has that good processors these days X)
Nice work! :)
...
Huh, conceptgame provided an example:
{
[...]
"Dependencies":["SoundTouch.dll","DLL2.dll","DLL3.dll"]
}
in the JSON.
The implementation of this function can be found in...
I am aware, writing the OpenGL renderer is no problem - but maybe I could reuse some of the logic code for setting tiles etc.? Anyway, I'll see...
Well, the extension was originally written in RSDK which is kind of a mess. I'd probably try avoid refactoring and use as much native code as possible.
Actually, no. I do own a smartphone now. However I think this is not a small job, especially in my position.
Ah, no! Sorry for the confusion! This build is specifically compiled to work in MMF 2.0, which has not been my focus within the last few days. That means that features like Unicode/HWA might not work...
Might as well post the current build so I can get some feedback in case something is broken ;) Also comes with the new help file. The help file also contains a small introduction to the new menu...
lol, nivram, you know what I mean :)
To be honest I'd have to take a look at Android development first - since I've never done it! I'm not a 100% sure how difficult it would be to port. Somewhere...
Eugh, of course, the feature I work on the least - drawing text - gets requests X) Sorry, I think that would be too complicated. I'm just calling this one API function that can draw text within a...
Sorry, I don't think that's gonna happen unless people get together and raise some money! It'd be too much work otherwise!
Are you saying "Set pixel" doesn't work in Flash? :O
Sorry, Alonso, I do not!
Heads up to an upcoming update:
Major stuff:
* Full unicode compatibility
* Rewritten documentation
* Rewritten rendering routine, now completely HWA optimized
*...
Hi,
to be honest I haven't worked on the extension within the last few weeks! :( I guess I should get to that. Sorry.
========== Rebuild All: 1 succeeded, 0 failed, 0 skipped ==========
You rock Yves, never would have figured this out on my own. Thank you.
EDIT: Oh, sorry. I completely overlooked this note in...
Yves,
Unfortunately I ran into lib linker issues:
Error 2 error LNK2001: unresolved external symbol "__declspec(dllimport) public: int __thiscall cSurface::DrawTextW(wchar_t const *,unsigned...
Ah thank you Yves, I will investigate it.
Hi,
This is a very nice example but I'm afraid it won't work in Flash because Surface's Flash port is pretty barebones. Also, there is some kind of bug with graphical extensions in Flash that...
Thanks, but I'd like to hear from CT themselves :D My extensions mostly work too, except collisions in Tile Map. Also there's still the question about HWA+Unicode extensions!
Hi,
Is there anything at all that extension developers should look out for when writing for F2.5? I can think of something - what about extension versions - HWA, Unicode etc. - since it's all in...
Until my webspace is fixed: https://dl.dropboxusercontent.com/u/80112437/Surface.zip
Sorry, just saw this post. https://dl.dropboxusercontent.com/u/80112437/Surface.zip
Temporary download link until my webspace is fixed https://dl.dropboxusercontent.com/u/80112437/TileMap.zip
Sorry Francois! I didn't see the bug tracker until now! Have been busy.
Gah, I'm sorry Yves but I can't reproduce the error anymore, so I guess my MFXs would be of no use. I will keep an eye out!
Placing the Input Object crashes CF :(
Will be posting more here.
As a person that ported Box2D to the flash runtime I'd be happy to have a look at how the movements keep up in comparison :)
Congrats :)
Well, this thread is about MMF 2.5 which doesn't introduce any major internal runtime changes from what I can tell, so I assumed that's not what you were impyling :) The MMF 2.5 SDK should be the...
ColdFire, I'm not part of the Clickteam development team but I will try to answer your question anyway.
A blit operation doesn't know what layers are, it just blits from one surface to another. I'm...
Hi from CC,
I would consider a conversion for both platforms but especially ios is unlikely since I do not own a mac and iphone.
I've implemented zoom functionality but it doesn't work 100% with collisions yet. I'm afraid this will have to wait until after CC :)
Oh, sorry, I didn't see it at first! Yeah, that's what I presumed. Sorry I'm not sure how to implement this using MMF's sound player. I would have to contact Yves but I feel bad every time I do that...
You mean when changing the frame? Sorry, I'm not sure what to do about that... MMF does some secret magic internally to make that work!
I know, nothing I can do about that, sorry.
New version
* Fixed Pixelthief's expression bug report
* New 'Randomize sub-layer' action to fill sub-layer with random values
* You can now specify an animation frame offset for each tile using...
Thanks for your input. I fixed the expression bug. Regarding animation: I'm generally a fan of customization which is why I chose to implement per-tile animation. However, you do have a point. I'll...
There's no way to offset the animation as of now, sorry. I plan to give the user more control. You make a point with your lava example, I definitely have to add something to compensate that. Maybe...
Uploaded a new version that took me quite a lot of work for something that is probably not very appreciated :D
Collisions now work with wrapped layers. This was kinda tricky because there is a...
Hehe. I think it's time to add some more simple convenience functions now, like comparing to tiles via condition. I think it should be faster than using expressions.
God dammit. Stupid Linux server with its case-sensitive file names...
http://img197.imageshack.us/img197/8417/pgbi.png
there you go... http://clickteam.info/looki/Extensions/Beta/TileMap.zip
...
Fixed! Unbelievable what damage a missing 0 initialization can cause! Basically, the function that loads the header of the next file block (layer or tileset) didnt have a default value of the...
Amazing. I just found out about this issue ten minutes ago and I didn't know it was that old (apparently it's in the release build)! I'm doing my best to fix it! Really really sorry for the...
I know! I'd love to spend more time on this extension but I just can't right now :(
One of the TM users has noticed a bug (empty tiles returned 255 instead of -1 in the tileset X/Y expressions) so...
Just to keep anybody who is interested updated -
The current production build includes a couple of new features:
* Ability to create, fill and read from sub-layers (arbitrary data that can be...
:)
Hint: If all your tiles are solid blocks, turn off "Pixel-based collisions" in the TM Viewport settings.
I will -- maybe next week (currently visiting my parents so there isn't always time to work).
In case anybody had already downloaded the update, please redownload - The HWA version was broken (screwed something up while compiling). This includes you, RootKernel!
Here's the new version!
Besides the new tileset path settings, there are a few other new things.
1. Fixed a tile size bug when creating a new layer
2. You can now check whether a certain pixel...
I'm working on a new version right now. I've started the sub-layer stuff but it's still barebones. However, I've implemented a pretty cool new feature today that will be released soon.
I'm writing...
Sorry LB, that's just github's default avatar generator kicking in.
I wrote a huge paragraph on that about 2 days ago, but in the current version the only way is by enabling a render callback in the Viewport and manually changing the tileset indices.
Thanks a lot! Strangely, the Surface example doesn't work properly anymore. I will have to investigate that.
Nice work, but I managed to crash it - http://img90.imageshack.us/img90/9896/3wq2.png I just kept pressing random buttons, inserting new lines inbetween.
Would be great if you could post them nivram, I kind of lost them I'm afraid. :)
Sorry but I don't think decorating the word "event" is any good :( thanks though!
That has nothing to do with it.
Backstaged, thanks but I don't think event is a good idea. Events are bound to a certain point in time, unlike the data.
Hehe. RootKernel wrote the Tiled map loader extension! :) But thanks nonetheless!
Hopefully, within the next 1-2 weeks, I will release a version containing ways to store additional data for each...
The "Resize display" option now works in HWA!
From what I remember RootKernel and Pharanygitis reported this issue. Thanks to the great Yves it is now fixed. Enjoy! Same link as above.
New version! The Flash version is now up to date - it can load TM 1.2 files, it supports per-layer tile size and has all actions/expressions excluding Surface interaction and HWA-only features.
I...
Ah, these things happen, don't worry :) Glad to hear Tile Map works!
DinnerSonic, I've had time to look at the issue and to me it seems that the TileMap loading code works fine. I've checked the level file in a binary hex editor and the data is loaded properly. I can...
Your request makes sense since it is possible to represent string data with readable characters (e.g. via base64). Of course this makes the compressed string longer but a good compression algorithm...
Your file has 9 layers. 8 of them have a size of 4672*2976. Obviously that's huge and the 229MB are justified. This is either a bug in the extension's file loader/saver or your maps are that big and...
Huh, that is strange. Please upload an example file. However I'm not affiliated with the Tiled map loader so I don't know what exactly is going on there. What I do know: Tiled's level format uses a...
Hi,
I will keep your feature request in mind. No time to add right now, exams coming up. As a workaround for now, set the render range to [0,999] and use the layer's "visible" setting. A bit hacky...
Ooooh, nice! There already is Steam extension (not a complete one, but it does some things at least) somewhere, but obviously it was never released for the public. Gonna try to get that changed.
Ehm, that would never look any good. What you'd need is native support for Aero glass, which could probably be done somehow, I suppose.
Hi,
Sorry for this - I'm not sure what's going on there :(
Hi,
It seems like the problem was just an old version on the server. I've recompiled the extension, but I got some errors while compiling that I had to fix first - I'm not sure if I introduced any...
Oops - this is the first time I'm reading Jahkri's message. @ratty: No, I don't think so. I'll see what I can do about these issues..
The new version is here!
http://clickteam.info/looki/Extensions/Beta/Surface1.5.zip
It has a few new HWA-related actions:
Settings > Convert to bitmap
Settings > Convert to HWA texture...
Ouch! Forgot all about this. The new version can be downloaded here: http://clickteam.info/looki/Extensions/Beta/Surface1.5.zip
I've just implemented some HWA optimizations for Andos - why haven't...
Nice work, but I don't see why you're limitting yourself to 16x16 tiles. From what I can tell you only mod/div by that size, so there's no problem implementing it as parameter.
Thanks, fixed. Sorry for this.. don't have a copy of that shader on this PC though.
Oops, after removing the t rojan (tiny leftover that I forgot to delete...) I also accidentally deleted my file lister. Wrote a quick replacement... http://clickteam.info/looki/
Ah, thanks, yeah. I fixed it for the next version (not sure when I will release it). However, since you know your way around MMF, I assume that there's a possibility you have Visual Studio installed....
I'm not sure what yiersi was trying to say - maybe just a compliment? He's a registered user after all! If so, thanks.
Sorry for the lack of updates recently... uni keeps me busy...
I'm aware of that. Not sure what to do, I'm not responsible for updating the screen or anything:(
Hm, okay. I did click in the middle though, with the left and the right mouse button.
http://i.imgur.com/H9jBMms.jpg
I'm afraid flipping doesn't fix the issue. I'm trying to track my lamp but the crosses appear somewhere at the egde of the screen.
Works fine with the Playstation Eye. Nice work! EDIT: I'm not sure if the color tracker is working properly though. When I click somewhere the + appears somewhere else, far away from where I clicked.
It is. The difference between cloning and duplicating is that cloning produces new objects, and duplicating produces new instances.
Thanks. That sounds weird... I'll see what I can do about that.
Yeah I can confirm it, thanks ;)
"No change" relative to what? This issue had been fixed for weeks. Too bad it's back.. The problem here is that I'm not at home and I guess the MMF2 SDK situation here is a bit messy. I'm afraid...
I've optimized the "Apply convolution matrix" action - it should now be about 2.0 to 2.5 times as fast. This doesn't apply to the Unicode runtime right now.
...
Huh? I don't know anything about that.
Hi,
I don't plan to break compatibility at all. I'm already supporting three different versions of my file format (of course it always saves in the latest format, but it still supports loading old...
New version:
* I believe there was something wrong with the code in HWA which made performance worse. This is now fixed, although there still seems to be a problem for one user...
* Tile size is...
The difference is absolutely negligible. I don't think you'll ever run into any different results in an actual application.
Non-HWA is obviously more accurate. In HWA, 1/Sqr(2) is a bit more...
Several aspects need to be considered.
1) Is it worth the effort? Will people find this extension useful enough? - To be honest, I don't think so. There are probably a couple of guys out there who...
I once wrote a very simple V8 extension, but I never really had plans to turn it info a full extension (mostly because I have little experience with JavaScript and especially V8).
The lovely LB was able to track this issue down. Apparently my Visual Studio was LYING TO ME about some compilation settings. I do not know how this could possibly ever happen and I don't want this...
EDIT: Something is severely messed up, don't download the new version until this is sorted out...
Haha, maybe I'll give it a shot then... although I have my own thing..
Konidias: http://clickteam.info/looki/Extensions/Beta/Surface1.5.zip
Sorry, don't think so.
Hi,
I've got a bat script that packs the mfxs from my MMF2 folder into a zip. It's just always a bit tedious... I didn't know about that batch build option though, nice, thanks. Still, connecting...
I fixed another bug: Fine collision didn't work in HWA because HWA textures don't allow "GetPixel()". This was fixed by keeping the tileset both in memory and VRAM....
I've realized that my implementation of the "Perform operation" actions was terribly foolish and I've optimized it now, it's about 10x faster (also, each operation's performance is pretty much...
His problem was that he didn't have the Surface 1.5 beta (I should really release it as full version!)
Here's a solution with accurate alpha:...
Pixel-based collisions work again. http://clickteam.info/looki/Extensions/Beta/TileMap.zip
New version with fixed negated collisions: http://clickteam.info/looki/Extensions/Beta/TileMap.zip
Hi LB,
Yeah, I'm aware of this hack! I actually had it in my code before I removed ObjectSelection (it didn't work properly... right now I'm using the "ProcessCondition" method (I took it from...
http://clickteam.info/looki/Extensions/Beta/TileMap.zip Collisions are now fixed for real! And somewhat more optimized, too.
Here's a collision example......
Hope this helps: http://mfa.aquadasoft.com/view/1365062005-Callbacks All you have to do is enable them, then use "On tile".
Anyway, please update to this quick bugfix before opening the example:...
Collisions work again, and I even fixed a bug that would detect objects if they were slightly top-left of the Viewport (if "handle outside collisions" was checked).
I rearranged some of the HWA code...
I removed those months ago because I felt like proper tilesets would never need those, to be honest... :)
Only download it (and keep a copy of the old version) if you want to try out how fast it is in HWA. Otherwise, don't do anything :)