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  1. Replies
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    Sticky: May I ask approximately how much memory on...

    May I ask approximately how much memory on average would be reasonable for an ios game nowadays (for retina devices) ? Thanks for the guide btw.
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    34,090

    Sticky: May I ask approximately how much memory on...

    May I ask approximately how much memory on average would be reasonable for an ios game nowadays (for retina devices) ? Thanks for the guide btw.
  3. Thanks to both of you. AyreGuitar, I already...

    Thanks to both of you. AyreGuitar, I already tried that but in the end it's the same as cropping and then setting back the hotspot.
  4. Ok thanks. I was already using the alt method,...

    Ok thanks. I was already using the alt method, but the pb is that we use varying frame sizes in order to save memory, so the hotspot has to be place per frame. i'm gonna try the box method, thanks.
  5. Hotspot resetting upon reimporting animations

    Hi everyone,

    I'm working on an animation-heavy game project with mmf at the moment and noticed that for actives, importing frame by frame keeps the hotspot coordinates, but replacing the current...
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    You can make some types of cheap morphings with...

    You can make some types of cheap morphings with shaders, using a gradual alpha mask from your original shape to your final morph. It works as long as you only need to extend a shape or morph some...
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    It simply depends on your game and target :...

    It simply depends on your game and target : hardcore user bases can put more money in a game, as pretty much most niche games players.
    These low prices are used for very wide audiences, and often...
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    Re: Downsampling ?

    Thanks much ! I didn't know it worked this way. I'm gonna take a look at the microsoft documentation right now.
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    Downsampling ?

    Hi everyone,

    I was wondering if it was possible to downsample a texture with a PS 2.0 shader please ? I'm working on some stuff right now, including a multi-layer bloom, and working with much...
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    Re: Tutorial - Trigonometry In Gaming

    Thanks a lot. This one was cool.
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    Sticky: Re: How to make a shader - Quick documentation

    Great ! The fundamentals delivered in no time, thanks ;).
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    Re: HLSL with mmf2 ?

    Yeah thanks.
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    HLSL with mmf2 ?

    Hi,

    I'm trying to program some shaders for a game, but it's actually a bit difficult...

    I don't understant how the texture coordinates work : " tex2D(Tex0, In.Texture)" (in " Out.Color =...
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    Shaders avec mmf2 ?

    Bonjour,

    J'ai commencé à me servir un petit peu de l'HWA aujourd'hui, et ai regardé rapidement comment faire des shaders.
    Ainsi, je suis parti en premier lieu sur un shader permettant de changer...
  15. Thread: Lifebar.

    by Valerien
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    1,665

    Re: Lifebar.

    That's what DavidN said, in more complicated. And this method is really bad : the life of the character will increase during the game, and, most of all, this isn't an economic method.

    If I can't...
  16. Thread: Lifebar.

    by Valerien
    Replies
    8
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    1,665

    Re: Lifebar.

    Well, the problem is that the max HP value will change a lot during the game, so It'd be tricky to work with images (surely a lot, because I use a fade when the bar moves).
    I really would like...
  17. Thread: Lifebar.

    by Valerien
    Replies
    8
    Views
    1,665

    Lifebar.

    Hi,

    I'm actually working on a life bar. I've made the assets for it (the decoration and the life bar), but I have a little problem to use it in mmf2.

    (here it is)...
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    Re: How to control the order of execution ?

    Thanks. I knew for the red events. But well... that's not so cool for the behaviours. They remain useful only for additionnal effects.
    Well I'm gonna redo all my work with... frame events ?
    ...
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    How to control the order of execution ?

    Hi,

    I'm a beginner with mmf2, and I would like to know how I can control the order of execution of the behaviours and the global events etc. ?

    I mean, I'd prefer my behaviours to happen before...
  20. Show an objet to a position relative to its real..

    Well hi,

    I'm new to multimedia fusion 2, and I'm actually trying to learn how to use it. I've got a problem in my first test :
    The player controls a sword wich floats, because it's... magic...
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