Something like this: 30072 ?
Type: Posts; User: MuddyMole; Keyword(s):
Something like this: 30072 ?
Here: https://1drv.ms/u/s!Atq7cUIJ7uexsUq0RMKrOVcpn5-k?e=US4LNe
It's still buggy, and it's just using tiles I had lying around, but I made it work with corners now, using the method described above....
Yes, you've understood perfectly, and you're absolutely right - there is no real reason to have separate flags for both North and South, or for both East and West. I just seem to keep doing it out of...
I really love the overall visual style of the game! It looks like it could be really fun too - reminds me a bit of the very old click game "Plasma Warrior", and to a lesser extent of games like...
Nevermind, YVes beat me to it!
Looks like the same windows control as used in Wordpad then. Now that I try it, a lot of the other Wordpad keyboard shortcuts work too - you can align text left/right/middle, make it...
Haha, sounds like you just opened a can of worms...
I know exactly what you mean about offset entrance positions potentially leading to overlapping rooms, and I think that would be a problem. A...
What's the specific issue? It sounds like you just need to represent the 1024x1024 area using a 4x4 tile area of the mini-map?
To find the player's "world" position, you just need to know their room...
Or don't use ForEach loops at all. They're great, and much faster than comparing a spread id value against a loop index (which you will see a lot in old examples), but they're quite often used to do...
One of the examples in my "tile-based examples" pack (the frame called "virtual scrolling") does exactly that:
https://1drv.ms/u/s!Atq7cUIJ7uexhEshPV28NbAsPYq2?e=wrtjrr
(although, just looking at...
The part you left out is that also they dispose of the previously loaded chunks to make way for the new ones - if you leave an area and then come back to it, usually enemies etc will have respawned,...
Yes, it will be a (very) long process - that's unavoidable.
Global values are generally best avoided where possible. It's usually better to use object alterable values (if for no other reason than...
Fredetmumu beat me to it, but if you want a bit more control there's this...
Okay, so the orbit is a circle. We can find its circumference (distance around the edge) using the formula:
...
That's essentially the same, but instead of:
-> Object: Set posX to posX("Object") + (Cos(moveAngle("Object")) * moveSpeed)
...you would say:
-> Object: Set posX to centreOfOrbitX("Object") +...
The basic formula (for a missile or a racing car etc) looks like this:
+ Always
-> Object: Set posX to posX("Object") + (Cos(moveAngle("Object")) * moveSpeed)
-> Object: Set posY to...
Thanks all. It makes sense that it would be "feature" of the windows control, but I still can't imagine why Microsoft thought it was a good idea. And yes, an extension is certainly the way to go for...
Ah, the not so enjoyable/rewarding part of game development... Good luck and keep at it! :)
Yeah, there's no obvious logic to it, and the "-" isn't being ignored altogether (it does affect the sort order). It seems like it would actually take more effort to make it behave that way than to...
Importing of sprite sheets in box mode is not working correctly when images have an alpha channel (it loads sprites in column order, instead of row order).
I suspect it may be related to another...
That's a fair point. I've noticed a few other unicode characters aren't displaying on Android either, so I'll look at replacing or somehow fixing those too. I decided to make the page very modular...
Sorry, make that a 1-based index...
eg.
+ User clicks on saveButton
-> Start fastloop "saveGlobalVals", 75 times
-> Start fastloop "saveGlobalStrs", 75 times
-> ValueArray: Save file to...
You're getting the loopindex of "write global strings", on an event with the condition "on loop "write global values"" (and the same with loading). For that to work, you would need to be running...
Thanks for that. It's strange that the other arrows don't work, assuming it's using the correct font. I might need to declare the character encoding somewhere maybe, or something like that (I'm...
I was already aware that CF2.5 doesn't sort values in a List object according to numerical order, but up until now I'd always assumed that it sorted entries according to alphabetical order (ordering...
Thanks!
And yes Chrilley - a contents list is definitely needed. I was originally planning to make the sections collapse so just the title is showing (as a kind of contents list), and then expand...
Thanks guys, and especially Volnaiskra for all the excellent feedback (and the coffees are appreciated!).
I totally understand what you're saying, and considering the article is aimed at CF2.5...
That's actually one of my old articles (written 2008). Some of the content is a bit outdated now, so I've spent the last day or two on a replacement, which you can find here:...
A long time ago, I wrote an article on The Daily Click ( https://www.create-games.com/article.asp?id=1898 ), that was basically just a long list of useful formulae. It turns out that some people are...
I would recommend you just use the built-in feature to create the mirrored animations for you:
https://i.imgur.com/27LYT5r.png
This has the advantage that the hotspot and action point are also...
Yes, this is correct. Whether there's any performance gain, I don't know. Fusion is still having to check the same number of conditions - you're really just moving some of them from the second line...
That's not a problem - I've just updated the example to include rotating head and body segments (see line #24). Same download link as before...
So I put that example together quite late last night, and apparently was having trouble counting to five (see how the worms only have four body segments, even though they're clearly supposed to have...
See if this helps:
https://1drv.ms/u/s!Atq7cUIJ7uexrSKAWc-VOo9WqJfv?e=z8zoEd
Scaling up your graphics before you import them is a crazy. Don't do it.
Clickteam may well have fixed this issue by now (I haven't been keeping up), but back in the day, the main way groups affected performance was when fastloops were involved. As already stated, on...
I tried it using the Brackets Live Preview to serve the file, and it worked fine...
https://i.imgur.com/A1aJy2E.png
And obviously you need to set the array type as "Number array" (not "Text array" which is the default) with a "Base 1 index".
Firstly, you only need a 1-dimensional array, so use the action/expression that just takes an X position (not X and Y).
Secondly, global values are 1-based, so you need to add 1 to the global value...
As for the trig formula not working - Excel uses radians, whereas CF2.5 uses degrees. The " *180 / Pi" part is how you convert between the two. If you remove that and just say: ASin(Sin( Angle ))...
-90˚ to 90˚?
That's only a range of 180˚. The stackflow post is talking about -180˚ to 180˚, which makes a lot more sense, and could be solved with a simple statement using "modulus" (better for...
Indeed. They really don't do anything special. All that happens is that at runtime, Fusion finds all the events stored in behaviours, and just moves them to the bottom of the main event list.
The...
Honestly, you're better off just never using behaviours. Ever.
When they were introduced, it was for one purpose only - which is actually explained in the help file as follows:
"The great...
Okay, I have a confession - I was using an outdated version of the Webview extension. Sorry for the confusion!
You can try: https://www.whatismybrowser.com
With the old webview version, it was...
That extension doesn't seem to support WebGL - you can test it here: https://get.webgl.org
And since WebGL(2) is pretty much the only way 3d is done on websites, you're probably out of luck.
The...
Scrolling is not a problem.
eg. https://1drv.ms/u/s!Atq7cUIJ7uexrGoY6limQIuHgkCD?e=Df2XaV
The problem, I assume, is going to be performance.
If you look at how it works, you might notice...
I'm not saying it's a good solution, but it's a solution...
https://1drv.ms/u/s!Atq7cUIJ7uexrGllQwRFDwwrM7cV?e=aYfJSn
It uses a shader effect on an object the size of the entire frame, but in...
I haven't done any "kliking" in a very long time, so haven't maintained the website either. I'm not even certain which web host I was using, but I think it might have been 110mb.com, who appear to...
That lists are sorted alphabetically, and not numerically, is an important point if your list enters double-digits.
It means for example, that "10" will be sorted ahead of "2", because "1" comes...
Just put the HUD on a separate layer, and set the layer's X and Y scrolling coefficients to "0".
Seems to be a known issue: https://community.clickteam.com/threads/105504-Converting-DX9-shaders-to-DX11?p=746414&viewfull=1#post746414
In DX11, the sampler state can no longer be set from within...
When declaring the sampler in the .fx file, you can define various parameters, including MinFilter and MagFilter, which are what you need.
sampler2D bkd : register(s1) = sampler_state {
...
eg. If you had two players, with the names:
Jill
Emma
They're both 4 letters long, but you'd have to add another SIX spaces (spaces are also very narrow characters) onto the end of "Jill"...
Lists are "windows controls" and as such, are always displayed in front of everything else. There is no way to change this.
If you *really* need to move it to a different layer, then you will need...
That's not a monospaced font that you're using. You need to use a font where all characters (including spaces) are exactly the same width - in most fonts, a "W" character is very much wider than an...
Here: https://1drv.ms/u/s!Atq7cUIJ7uexn3sbKszHZG3Q12Ts?e=XVb2Aw
You don't need any loops.
I think you are going about this in completely the wrong way.
You need to separate the movement engine from the visible sprites.
You want to handle all movement, collisions and other interactions...
LETTERS + right$( "FIFTEEN_SPACES" + NUMBERS, 15 - len( LETTERS ))
I couldn't write it because the forums remove whitespace from posts, but "FIFTEEN_SPACES" should literally be a string containing...
Not sure why you're reviving an ancient thread, but anyway, what you suggest would be spectacularly slow.
It's just one of those things that CF2.5 is very, very poorly suited to, whereas it's a...
You have to remember the bug/feature in the way CF2.5's collision detection system works.
Let's say you have this condition:
ObjectA is overlapping ObjectB
When checking for a collision, CF2.5...
Sad but true, I think (although you missed out "...and are extremely lucky").
I don't have any first hand experience, but it definitely *seemed* like there was a brief golden age of indie game...
Oh, I never meant to leave that extension there (was just checking something).
Well, it's really more a lot of ideas that could be tried - some of which might help; some of which might make it...
Haha, thanks.
That looks interesting - probably overkill for my little curve. I think the solution I have now will work, but also, I'm beginning to think that even just approximating a curve using 2...
https://1drv.ms/u/s!Atq7cUIJ7uexnzmNbZVVEr5rlFLn?e=GvYNrY
To be honest, there's a LOT that could be changed to make it smoother and less buggy, but it was really just to demonstrate the basic...
Thanks - that's an interesting link :)
It turns out that what I wanted is actually physically impossible. There's precisely one location of Point_A where it is possible to reach an end point of 1,1...
For the standard built-in movements (8-direction, bouncing ball, etc) :
Pixels per Second = (SPEED * 6.25) * (Framerate / 50)
As per the help file, for the Sinewave movement (but probably...
I need to draw a very particular kind of line (approximating it using a logarithmic curve is not going to be sufficient). Any help would be very gratefully appreciated!
...
That flocking example is interesting (and aenever is right about the obstacles btw).
The problem is that while the fish / zombies will avoid walking *through* obstacles, there's nothing to make them...
Yeah, I'm not sure there is a way, other than to reload the sprite image from an external source, using "load frame" (I guess that would do it?) - but that's a lot of extra work.
Graeme's method...
The collision mask is very much integrated into CF2.5. When you create a backdrop or quick backdrop, or when you use the "add to backdrop" action of an active object, you can choose to make it either...
The collision mask feature allows you to test any pixel to see if it is an obstacle:
https://i.imgur.com/1QLOWCy.png
https://i.imgur.com/v7OCD5y.png
From the help file:
"Value of collision...
Oh, and there's also the background collision mask on those runtimes that support it. That should be very fast as all it's doing is reading 2-bits of data (although you do need to calculate the...
By "grid-based", I don't mean that the actual movement has to be grid-based - only that the map is grid-based. That way, a two-dimensional array can easily be used to label a grid space as either...
Yes, fine collision checks are slow. On the other hand, bounding box collision detection should not be computationally expensive at all, so try disabling fine collision detection in the object...
What you're talking about is "collision avoidance" (that's the proper term to google), as opposed to true pathfinding.
Dex's method seems like it should work.
Alternatively, I remember seeing an...
It won't be what you want to hear, but the simple solution is to just not use the built-in image editor. Honestly, it's complete junk compared to any number of other free image editors (GIMP,...
The action to start the ForEach loop is under: Active (Coin) -> Count -> For each object
...which is not an obvious place to look for it, I agree!
The matching condition for the second event is...
You have to wrap the collision event in a ForEach loop.
+ Always
-> Coin: Start ForEach loop
+ Coin: On ForEach loop
+ Coin: Overlapping Player
-> Add 1 to Score
-> Coin: Destroy
The diameter of circle1 is always going to be equal to the smaller of the screen width and the screen height (depends on whether its landscape or portrait).
The diameter of circle2 is always going...
Use a string tokenizing / parsing extension - there are quite a few to choose from - and set the delimiter to newline$ (or you can copy & paste a newline character from notepad).
Alternatively, you...
There's no need to use two ForEach loops there, although it wouldn't actually hurt if you did. If you do that, you're essentially just bypassing the built-in object pairing / scope system altogether....
It's actually not too complicated, but it's not documented at all in the help file, which isn't great...
I made a few little examples here:...
You've already got the formula there - you just need to strip out the max(), min() and turnRate() parts.
D = ((( ATan2( ship.y - YMouse, XMouse - ship.x ) - ship.angle + 540 ) mod 360 ) - 180 )
...
I just modified my previous example to use an array instead of a list (might be faster?), and took out all the graphics that aren't mine.
https://1drv.ms/u/s!Atq7cUIJ7uexjz7nSMD9J0JwKV72?e=Ff8qeb
...
Yes, I've had something like this working before for multiple targets, but only in a squad level turn-based strategy game, so performance was never a serious concern.
After a little experimentation,...
Not sure about why enemy movement goes wrong above a certain speed, but I'd guess it relates to your "MoveTimer" variable.
Having said that, I can see how the pathfinding engine as a whole could...
The hard way, I'm afraid - load it as a text file, and parse it yourself :(
You could also just make up your own syntax that's easier to parse - delimited strings are pretty simple...
eg.
...
I think scripted events can be seen as an extension of normal NPC conversations (which you will find discussed elsewhere).
Personally, I'd use XML or something similar.
Here's a quick example:
...
I would usually do something like this:
+ new target assigned...
-> Sprite: set targetDist to sqr(((targetX - posX("Sprite")) pow 2) + ((targetY - posY("Sprite")) pow 2))
// get a unit vector...
You should always think of the built in X and Y position values as being "write only" - always use alterable values to store an object's position coordinates as floats, and never retrieve an object's...
I don't think I have that particular example any more, but I also don't think it would be of much use to anyone either, as it wasn't a general purpose array editor - it was really just suited to...
Surely they shouldn't be picking random paths though? They should be going somewhere with a purpose.
eg. In a rollercoaster tycoon game:
If they're hungry (haven't eaten in a while), they should...
I feel like it should be do-able using a shader - something along the lines of:
return tex2D(img, float2(In.x - (fPixelWidth*xOffset), In.y - (fPixelHeight*yOffset)));
The challenge is to...
The built-in editor is fine for what it is - there's no point in trying to reinvent the wheel, when there are so many great third party image editors out there (including free ones).
The...
Try this:
25339
You could have inserted delimiters in the string, and then a tokenizing extension would have made it marginally easier.
Otherwise, use a fastloop to loop through the string in pairs.
eg.
+...
A flashlight (aka "shadowcasting") effect is actually very tricky to pull off - especially with multiple light sources (which is also likely to make it slow)....
Yeah, that would work - sounds like a very good idea actually.
The original version of my example didn't use actives - it just used a list of strings (to allow for a much more flexible level...
See the first event.
I get the feeling this is going to be one of those that's very specific to the *exact* thing you're trying to achieve, and there will almost certainly be some piece of information you haven't...
Are you using "paste into background" or "add as backdrop"?
"Auto tile" is the term you're looking for - google that and you'll find countless explanations.
There's at least one example on the clickstore, or my own here:...
Look into Brashmonkey Spriter - that's the closest you're going to get.
I've certainly never tried it, but I see no reason why you couldn't (although it's definitely not more flexible).
The potential issues that immediately spring to mind are:
* it would obviously only...
It wouldn't affect performance, but DO NOT do it.
You should create actives to use as containers for all the values that are used in the same part of your program.
For example, create an active...
Or this one: http://1drv.ms/u/s!Atq7cUIJ7uexjASWOFHWGkJ7NUpU
Although, if you're content with just rectangular obstacles, it could be made much simpler (and probably faster) - but I was going for a...
Unless I'm very much mistaken, the issue is not calculating whether or not a line of sight exists between two points, but actually showing the area that is visible to a character, like in the very...
You've pretty much answered your own question. If you get 300+fps with just the shadows, but that drops to 30fps in game, then obviously the problem is not with the shadows - it's some other part of...
Nope. The only solution would be to put the shadows on a separate layer and apply a multiply or subtract shader effect to the layer - but then you'd need at least three layers (backgrounds / shadows...
So use vector functions?
You don't need a ready made function to calculate a dot product for you: a · b = (ax × bx) + (ay × by)
But since I happen to have an example lying around already... 25152
Use the target's fixed value instead of an ID assigned with spread value.
The thing with "spread value" is that it always assigns the specified value to the newest instance, and then progressively...
A return value of -1 means that the target was not found in the string. In this case, it's because you set the start character to 1, but the first character in a string is actually character 0.
You can just find the difference between the angle in which the player is facing, and the angle in which the bullet is travelling:
abs( atan2( sin( PlayerAngle - BulletAngle ), cos( PlayerAngle -...
No, not really. Maybe if it were being applied to hundreds of individual objects, but it's designed as a background shader to be applied to a single window-sized object (although it could easily be...
My shader actually works in a very similar way to Mihailsh's - they're both using images as a kind of look-up table (array).
The difference is that Mihailsh's shader uses one-dimensional arrays to...
There's no need to scan the whole board like that. Players take turns, so you only need to check the spaces in line with the piece that was just played - if there were lines of 4 anywhere else, they...
I don't suppose this has anything to do with it, but just be aware that having the debugger open (like in the first screenshot) absolutely kills performance, so always make sure you disable it if...
That's true, although in practice, there's a very good chance that the event which triggers the destruction of the object, would be run inside a ForEach loop anyway - particularly when it comes to...
Just don't.
ForEach loops definitely have their uses for more complicated tasks, but stuff like this is so easy to do just by letting CF2.5 pair the objects automatically.
Updating the...
Yep, it's just directly inside the main Fusion 2.5 folder.
eg. C:\Program Files (x86)\Clickteam Fusion Developer 2.5\Effects
If it doesn't already exist, you can just create it yourself :)
Instead of having separate animations, just combine them into one continuous animation, from full left bank to full right bank, and set the animation speed to 0.
Then while "up" is pressed, you...
It's actually extremely simple, and if you look at true voxel modelling, it's almost exactly the same concept (if you go down this route, a voxel-modelling tool would probably be very useful to you)....
"AND" is a binary bitwise operator, which is a very complicated concept to explain (look on wikipedia if you're really interested).
The idea however, is to take the individual values that say if a...
Just a quick and simple example:
25071
(graphics are stolen from the internet)
To be honest, I probably wouldn't even use an array for this.
Make each pipe section an active object. Give them x_pos and y_pos alterable values, storing their grid positions. Give them four more...
Again, that's not actually true. Arrays are *always* three-dimensional. If you don't specify the Y and/or Z position, they will just default to "0" (or "1" if the array uses a base-1 index).
All...
...which tells you that the issue has nothing to do with the array, and is down to your coding.
Step 1 is to check that the event to write to the array is actually being triggered - so add an...
That's wrong. Arrays DO automatically expand if you write to a position outside the current bounds (with the exception that array indexes must always be >= 0). If you read from a position out of...
At a guess, I'd say you're probably trying to copy & paste graphics into the image editor, which won't preserve transparency (a limitation of the windows clipboard) - you have to save to a file and...
Sounds like a windows permissions issue - maybe move the exe to a non-protected folder or run it as an admin?
The built-in debugger is self-explanatory - you add the array object to the debugger...
You can use the built-in debugger, but it's not ideal.
I made this tool to convert between array and xml spreadsheet (can be opened in Excel, Open Office, etc) formats: ...
What Mobichan said :)
A string tokenizing extension will make your life a little easier, although it's pretty simple to do without any extensions, just using the built-in string functions.
eg....
Correct. It relates only to the built-in movements.
These days, with everyone using custom movements for everything, I'd almost consider it just a legacy feature, like the built-in...
Yep, that's me.
You mean when there are more than one "player" object shooting fireballs at the same time? That's down to some weirdness with the object creation system not properly scoping newly...
The example posted earlier in the thread seems a bit over-complicated to me. Personally, I find it's quite often easier to actually use the built-in object scoping system to your advantage, instead...
It basically comes down to two things:
* Planning ahead - so you avoid problems down the road that will require you to go back and change things later on.
* Keeping things flexible - so when you...
If you want Y to change by a fixed amount, a sine function isn't going to be of any use - it's a triangle function that you need.
+ whenever...
-> tile: set id to: x( "tile" ) / 16
-> tile: set...
I abandoned it to go skiing in Slovakia for 4 months...
The undocumented and unfinished (never to be finished) engine can be downloaded here: http://create-games.com/forum_post.asp?id=303193
My...
I usually like to plan everything out quite thoroughly before I begin - so for example, if I'm making a turn-based strategy, I will have tables of units, terrain types, combat results, etc, as well...
Looks awesome! I can't believe how far P3D has come since that first release :)
Meanwhile, just to further whet your appetite, I saw Sinclairian tweeted an update on his P3D-powered game the other day: https://twitter.com/sinclairstrange/status/961762534863843329
I'm guessing he means that the path should be snapped to a grid, but the actual movement of the unit along the path should be smooth.
Anyway, I've done this before, and I can tell you that there...
https://community.clickteam.com/threads/98225-REQUEST-3D-LUT-Shader
Generally pretty good.
The main problem is that there are quite a few odd quirks that go unmentioned, and I'm not really sure that they'd be easy to find even if they were.
For example, you could...
The player character needs to be on the same layer as the enemies - not least because collision detection doesn't work for objects on different layers.
The "Layer Object" is not an active - it's...
Add a "Layer" object to your frame.
Create a new "Always" event, and give it the action: Layer Object -> Sort -> By Y (decreasing)
Sort the objects by Y Position, and make sure all of their hotspots are in corresponding positions (it's easiest to just always put them bottom-center).
That's a handy list of functions, Schrodinger :)
The most commonly used method is "linear interpolation", aka "lerp" (easing is really just another name for interpolation)
(1.0 - t) * A + t * B...
It actually has nothing to do with which object is created first.
Disable "timer based movements" in the frame properties, and it will work (or better yet, don't use built-in movements).
What's...
Like Decal says, it's pretty tough to guess without more information...
Generally speaking, you will have one main frame that contains everything (apart from the title screen and menu) - so your...
Just wait til you see what's hiding under the lizard - trust me, you're going to be impressed ;)
Here:
https://1drv.ms/u/s!Atq7cUIJ7uexiiI7NXEQxDWH2n2q
(I'm sure it can be optimised, but you said performance wasn't important, so I just made it easy to understand)
You know, someone like you...
Firstly, it's not a genre that I enjoy at all, so I'm not going to bother commenting much on gameplay, but I tried it briefly just to give you another performance data point...
I know it's...
I'm guessing that's on the list of things that will be introduced in CF3, and not before - which makes sense, since I believe CF3 will use OpenGL for all platforms, whereas CF2.5 supports shaders...
I'm sure it's possible using shaders, but in no way would it be worth the effort, just to recreate a limitation that developers were able to overcome anyway.
No, they don't.
1. It's lot more elegant than using an extension for no reason. Especially since for all but the most trivially simple game, you're going to have various objects used only to store values.
2. In...
+ Start of Frame
-> Start ForEach Loop "ParentLoop" on "Object"
+ On ForEach loop "ParentLoop" on "Object"
-> Set someValueSomewhere to fixed value of Object
-> Start Fast Loop "ChildLoop" 100...
Just use the "retrieve fixed value" expression of whatever object you're looping. Where's the problem?
Did you look closely at the example? It's important that the lights are a single color, but with varying alpha.
Okay, so you just need to use two layers, and apply the shift effect to the top layer (instead of an object) - it's no different than if you were using the "subtract" method, assuming you do that...
I still don't really understand, but as long as you've found a solution... :)
At the risk of getting a bit off topic, I just made a shader that maps an image to whatever 4-color palette you give...
Huh? I don't get it
Just replace the transparent parts with a different color with a red component value somewhere in the middle - like I said, higher red components lighten, lower red components darken, and values in...
Yeah, that's definitely the method I would usually recommend, but in this particular case it was not an option, since a method was needed that would work with a limited palette of colors that are not...
No worries :)
btw: if you actually need 5 shades, you can use this version instead:
https://1drv.ms/u/s!Atq7cUIJ7uexiTET_RoJ8Tqg3TiF
Here: https://1drv.ms/u/s!Atq7cUIJ7uexiS_-DKVHJ3aJZzz-
It's just something I threw together in a few minutes, and I haven't tested it extensively, so let me know if it doesn't work right.
Usage...
The key to doing stuff like this with multiple instances of an object, is to use alterable values.
+ whenever...
-> badguy.distance = min( abs( badguy.x - hero.x ), abs( badguy.y - hero.y ))
+...
Just spread the value again before you pick another.
Use spread value to give each object a unique id, and then use one of the random number generator extensions to pick an object by its id.
It's not hard: http://sketchy.co.nf/downloads/ActionPoints.mfa
I haven't tried it, but in theory, I don't see why not - although you're right, depth sorting would definitely not be possible, as it requires a shader, so that's potentially a pretty serious...
The shaders only work properly on square textures, which leads to "squishing" if you don't make your layer square. You shouldn't have any other issues.
I'm sure various tools exist already, and a lot of 3d CAD tools can export a mesh to a heightmap, but actually I think any decent graphics app will do - just use a large brush and a low hardness...
http://media.giphy.com/media/xT9IgnZfB1y64D8EWA/giphy.gif
http://i.imgur.com/canmeR8.png
Note how the render depth has doubled (thanks to another tip from Schrodinger), and I've also added a...
It's possible, and indeed quite easy.
Use a shader applied to the whole layer to rotate it. Set the window size in the properties panel to the frame size (this ensures that the shader can read...
Schrodinger has very kindly optimized my shader code, which has greatly improved render distance and/or quality (it's a tradeoff between the two).
He also brought to my attention the existence of...
I'm making progress! :D
http://media.giphy.com/media/3o7aD76koM3x8tUbkI/giphy.gif
I'll be honest, the aeroplane style banking is not intentional, and is purely a result of my crappy maths...
Thanks :)
I'm not making much progress with the improvements, but I've added a sky effect now (and hopefully fixed the broken gif)
http://media.giphy.com/media/l378yzb96WqwWTGAU/giphy.gif
It's not finished yet (still want to try and find a way to improve the render depth), but I think it proves that old-fashioned voxel-based terrain (as seen in "Commanche" etc), is possible with just...
I agree with danjo.
"On / Off" should be replaced with "True / False", for the same reason that "Frame" should be replaced with "Scene" (if not in CF2.5, then certainly in CF3) - there's simply no...
I've been playing around with dithering techniques some more, and decided to make a new and improved version of my AlphaDither shader.
Download: http://1drv.ms/u/s!Atq7cUIJ7uexiRe1GgrJ1hVsVkgU
...
Either add a value to the speed of the ball every time that a brick is destroyed, or always set the speed of the ball to: speedAtStart + (maxSpeedIncrease / NObjects("Ball"))
Interesting...
So presumably the most efficient option at the moment is still something like:
+ If A overlaps B
-> A: Set value to 1
+ If value of A != 1
+ If A overlaps C
-> A: Set value...
I would assume so, but it should be easiest enough for you to test - just create an example with many thousands of objects and compare the framerate using both methods (and then tell us your results).
Nope, I would definitely go with an array or similar structure. Much simpler, and much more adaptable - so it won't be a problem when you inevitably decide that "strong" and "weak" are not enough,...
Can you do a shape similar to a cube, but with a top face that slopes towards one of the four edges, and with different textures on each of the five/six sides (where each texture is a tile in a...
Here's a fairly thorough example I made: http://create-games.com/download.asp?id=8855 (yes, it's old, but it should still work fine)
Nice :)
Now there's nothing to stop you recreating "Ecstatica", with its unique spheroid-based 3D engine.
http://www.hardcoregaming101.net/ecstatica/ecstatica-10.png
...
I imagine it won't help that your blocks are 32x32 - if you want to rotate an object around its center, its dimensions need to be odd numbers. The center of a 32,32 block is 15.5,15.5 (remember that...
Firstly, people worry far too much about things using a lot of memory - that's what it's for. Unused RAM is wasted RAM, and as long as you don't run out of it altogether, it's not going to be the...
High resolution 13" screens are a waste of money and battery life in my opinion. My Zenbook has a 13" 1920x1080 screen, and I already have to scale everything up by 25% just so text etc isn't too...
I assume you're talking about while using the image editor, and not while the game is running?
The answer is that you can't, and you really should not be using the built in image editor for your...
+ Start of frame
-> Elevator: Set y_pos to: Y("Elevator")
+ Elevator is facing down
-> Elevator: Set y_pos to: y_pos("Elevator") + 0.5
-> Elevator: Set Y position to: y_pos("Elevator")
+...
It doesn't matter if it's a player or platform or whatever else - anything that moves must have its coordinates stored in alterable values.
Platform: Set y_pos to y_pos("Platform") + 0.5...
Object positions (x and y coordinates) are always stored as integers. You need to store them in alterable values, and then set the position to those alterable values.
eg.
Player: Set x_pos to...
Basically, you need a way to pack all that information into a string, formatted in such a way that you can easily retrieve it again. Where you choose to store these strings (array, INI, plain text,...
Nothing spectacular.
My Asus Zenbook manages it: Intel Core-M 0.8GHz CPU, 8GB RAM, Intel HD 5300 (onboard graphics)
I'd imagine Sinclairian's game (that's those fantastic looking sci-fi/cyberpunk...
If you're just intending to use the effect to add a little eye candy here and there (as far as I can tell, that clock tower is the only time the effect is used in the entire video), then Firefly and...
I think the world could use a few more good Sokoban clones. It's such an old and well-known concept, and so often copied - yet virtually none of the clones actually expand on the idea and do anything...
Line 4. You can't compare a loopindex outside of a loop. You *must* include an "on loop" condition. There may be other issues as well, but that's the one that jumped out at me.