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  1. I just modified my previous example to use an...

    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
    ...
  2. Yes, I've had something like this working before...

    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,...
  3. Not sure about why enemy movement goes wrong...

    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...
  4. The hard way, I'm afraid - load it as a text...

    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.
    ...
  5. I think scripted events can be seen as an...

    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:
    ...
  6. I would usually do something like this: + new...

    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...
  7. You should always think of the built in X and Y...

    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...
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    I don't think I have that particular example any...

    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...
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    Surely they shouldn't be picking random paths...

    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...
  10. I feel like it should be do-able using a shader -...

    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...
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    The built-in editor is fine for what it is -...

    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...
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    Try this: 25339

    Try this:
    25339
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    You could have inserted delimiters in the string,...

    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.
    +...
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    A flashlight (aka "shadowcasting") effect is...

    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)....
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    Yeah, that would work - sounds like a very good...

    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...
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    See the first event.

    See the first event.
  17. Replies
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    I get the feeling this is going to be one of...

    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...
  18. Are you using "paste into background" or "add as...

    Are you using "paste into background" or "add as backdrop"?
  19. "Auto tile" is the term you're looking for -...

    "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:...
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    Look into Brashmonkey Spriter - that's the...

    Look into Brashmonkey Spriter - that's the closest you're going to get.
  21. I've certainly never tried it, but I see no...

    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...
  22. It wouldn't affect performance, but DO NOT do it....

    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...
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    Or this one:...

    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...
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    Unless I'm very much mistaken, the issue is not...

    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...
  25. Replies
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    You've pretty much answered your own question. If...

    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...
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    Nope. The only solution would be to put the...

    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...
  27. So use vector functions? You don't need a ready...

    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
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    Use the target's fixed value instead of an ID...

    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...
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    A return value of -1 means that the target was...

    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.
  30. You can just find the difference between the...

    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 -...
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    No, not really. Maybe if it were being applied to...

    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...
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    My shader actually works in a very similar way to...

    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...
  33. There's no need to scan the whole board like...

    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...
  34. I don't suppose this has anything to do with it,...

    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...
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    That's true, although in practice, there's a very...

    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...
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    Just don't. ForEach loops definitely have their...

    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...
  37. Yep, it's just directly inside the main Fusion...

    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 :)
  38. Instead of having separate animations, just...

    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...
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    It's actually extremely simple, and if you look...

    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)....
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    "AND" is a binary bitwise operator, which is a...

    "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...
  41. Replies
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    Just a quick and simple example: 25071...

    Just a quick and simple example:
    25071
    (graphics are stolen from the internet)
  42. Replies
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    To be honest, I probably wouldn't even use an...

    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...
  43. Replies
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    Again, that's not actually true. Arrays are...

    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...
  44. Replies
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    ...which tells you that the issue has nothing to...

    ...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...
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    That's wrong. Arrays DO automatically expand if...

    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...
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    At a guess, I'd say you're probably trying to...

    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...
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    Sounds like a windows permissions issue - maybe...

    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...
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    You can use the built-in debugger, but it's not...

    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: ...
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    What Mobichan said :) A string tokenizing...

    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....
  50. Correct. It relates only to the built-in...

    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...
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    Yep, that's me. You mean when there are more...

    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...
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    The example posted earlier in the thread seems a...

    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...
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    It basically comes down to two things: *...

    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...
  54. If you want Y to change by a fixed amount, a sine...

    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...
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    I abandoned it to go skiing in Slovakia for 4...

    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...
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    Sticky: Poll: I usually like to plan everything out quite...

    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...
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    Looks awesome! I can't believe how far P3D has...

    Looks awesome! I can't believe how far P3D has come since that first release :)
  58. Replies
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    Meanwhile, just to further whet your appetite, I...

    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
  59. Replies
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    I'm guessing he means that the path should be...

    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...
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    https://community.clickteam.com/threads/98225-REQU...

    https://community.clickteam.com/threads/98225-REQUEST-3D-LUT-Shader
  61. Replies
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    Poll: Generally pretty good. The main problem is that...

    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...
  62. The player character needs to be on the same...

    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...
  63. Add a "Layer" object to your frame. Create a new...

    Add a "Layer" object to your frame.
    Create a new "Always" event, and give it the action: Layer Object -> Sort -> By Y (decreasing)
  64. Sort the objects by Y Position, and make sure all...

    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).
  65. Replies
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    That's a handy list of functions, Schrodinger :)...

    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...
  66. It actually has nothing to do with which object...

    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...
  67. Replies
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    Like Decal says, it's pretty tough to guess...

    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...
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    Just wait til you see what's hiding under the...

    Just wait til you see what's hiding under the lizard - trust me, you're going to be impressed ;)
  69. Here:...

    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...
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    Firstly, it's not a genre that I enjoy at all, so...

    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...
  71. I'm guessing that's on the list of things that...

    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...
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    I'm sure it's possible using shaders, but in no...

    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.
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    No, they don't.

    No, they don't.
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    1. It's lot more elegant than using an extension...

    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...
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    + Start of Frame -> Start ForEach Loop...

    + 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...
  76. Replies
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    Just use the "retrieve fixed value" expression of...

    Just use the "retrieve fixed value" expression of whatever object you're looping. Where's the problem?
  77. Replies
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    Did you look closely at the example? It's...

    Did you look closely at the example? It's important that the lights are a single color, but with varying alpha.
  78. Replies
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    Okay, so you just need to use two layers, and...

    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...
  79. Replies
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    I still don't really understand, but as long as...

    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...
  80. Replies
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    Huh? I don't get it

    Huh? I don't get it
  81. Replies
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    Just replace the transparent parts with a...

    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...
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    Yeah, that's definitely the method I would...

    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...
  83. Replies
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    No worries :) btw: if you actually need 5...

    No worries :)
    btw: if you actually need 5 shades, you can use this version instead:
    https://1drv.ms/u/s!Atq7cUIJ7uexiTET_RoJ8Tqg3TiF
  84. Replies
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    Here:...

    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...
  85. The key to doing stuff like this with multiple...

    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 ))

    +...
  86. Replies
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    Just spread the value again before you pick...

    Just spread the value again before you pick another.
  87. Replies
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    Use spread value to give each object a unique id,...

    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.
  88. Replies
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    It's not hard:...

    It's not hard: http://sketchy.co.nf/downloads/ActionPoints.mfa
  89. Replies
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    I haven't tried it, but in theory, I don't see...

    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...
  90. Thread: Rotate Room?

    by MuddyMole
    Replies
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    The shaders only work properly on square...

    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.
  91. Replies
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    I'm sure various tools exist already, and a lot...

    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...
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    http://media.giphy.com/media/xT9IgnZfB1y64D8EWA/gi...

    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...
  93. Thread: Rotate Room?

    by MuddyMole
    Replies
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    1,510

    It's possible, and indeed quite easy. Use 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...
  94. Replies
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    Schrodinger has very kindly optimized my shader...

    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...
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    I'm making progress! :D ...

    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...
  96. Replies
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    Thanks :) I'm not making much progress with the...

    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
  97. Replies
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    Voxel-based 3D Terrain Engine

    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...
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    I agree with danjo. "On / Off" should be...

    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...
  99. Replies
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    I've been playing around with dithering...

    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
    ...
  100. Either add a value to the speed of the ball every...

    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"))
  101. Interesting... So presumably the most efficient...

    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...
  102. I would assume so, but it should be easiest...

    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).
  103. Replies
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    Nope, I would definitely go with an array or...

    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,...
  104. Replies
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    40,607

    Can you do a shape similar to a cube, but with a...

    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...
  105. Replies
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    986

    Here's a fairly thorough example I made:...

    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)
  106. Replies
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    Views
    40,607

    Nice :) Now there's nothing to stop you...

    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
    ...
  107. Replies
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    Views
    1,278

    I imagine it won't help that your blocks are...

    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...
  108. Replies
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    Views
    1,364

    Firstly, people worry far too much about things...

    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...
  109. Replies
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    Views
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    High resolution 13" screens are a waste of money...

    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...
  110. I assume you're talking about while using the...

    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...
  111. + Start of frame -> Elevator: Set y_pos to:...

    + 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")

    +...
  112. It doesn't matter if it's a player or platform or...

    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...
  113. Object positions (x and y coordinates) are always...

    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...
  114. Basically, you need a way to pack all that...

    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,...
  115. Replies
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    Views
    40,607

    Nothing spectacular. My Asus Zenbook manages it:...

    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...
  116. Replies
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    Views
    2,054

    If you're just intending to use the effect to add...

    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...
  117. Replies
    40
    Views
    6,849

    I think the world could use a few more good...

    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...
  118. Replies
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    Views
    1,559

    Line 4. You can't compare a loopindex outside of...

    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.
  119. Replies
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    Views
    506

    Line 4 needs the condition "On loop 'sss'" -...

    Line 4 needs the condition "On loop 'sss'" - otherwise the loop index will always be 0, because you're comparing it after the loop has already finished
  120. Replies
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    2,889

    Let's say the enemy is 5 pixels above the ground,...

    Let's say the enemy is 5 pixels above the ground, and falling at a rate of 10 pixels per frame.
    The next frame, it will be 5 pixels beneath the surface of the ground, so you set its Y speed to 0 and...
  121. Go to: View -> Grid Setup Set the "size" to the...

    Go to: View -> Grid Setup
    Set the "size" to the dimensions of one of your tiles, and tick the box for "snap to".
    Now when you move objects, they will be locked to a grid :)
  122. Replies
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    743

    It's just the usual issue of CF2.5 deciding to...

    It's just the usual issue of CF2.5 deciding to use integer maths unless you tell it not to.
    For example, it might surprise you to learn that:
    1 / 2 * 2 = 0
    ...because 1 / 2 = 0.5, which gets...
  123. Replies
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    Views
    39,734

    Have you guys seen the stuff he's been posting on...

    Have you guys seen the stuff he's been posting on Twitter?
    http://twitter.com/sinclairstrange/status/876011987196669952

    (hope you don't mind me blowing your trumpet, so to speak, Sinclairian, but...
  124. Replies
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    Views
    783

    Yeah, I was just going to say exactly that - it...

    Yeah, I was just going to say exactly that - it actually is a pretty complicated thing to do.
    I quickly made this by modifying one of my other examples (a camera that moves on rails), so it could...
  125. I remember making an example of that years ago......

    I remember making an example of that years ago...
    Here: http://sketchy.co.nf/downloads/CustomList.mfa
    :)
  126. Replies
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    Views
    39,734

    Just stopping by to say those Alien Trilogy /...

    Just stopping by to say those Alien Trilogy / Judge Dredd(?) engines look awesome - really great work! :)
    It actually makes me tempted to give P3D a try, although I'm not sure what I'd even use it...
  127. It would just return "0".

    It would just return "0".
  128. n / abs( n )

    n / abs( n )
  129. Replies
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    Views
    1,064

    mid$ is a function to extract a specified number...

    mid$ is a function to extract a specified number of characters from a specified point within a string (I just noticed that I forgot the last parameter, which should be "1", as you only want to...
  130. Replies
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    Views
    1,064

    I like to use alterable strings for this, as a...

    I like to use alterable strings for this, as a kind of substitute for lists.
    If you have 5 possible messages, give your NPC an alterable string (lets just call it "myString") containing: "01234"....
  131. Replies
    8
    Views
    1,357

    Yep, my point exactly! Maths is scary XD

    Yep, my point exactly! Maths is scary XD
  132. Replies
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    Views
    9,193

    The way you have it at the moment, you are giving...

    The way you have it at the moment, you are giving each cell a single value (direction) which represents the direction moved when it was created - this is not enough.
    You need to give each cell 4...
  133. Replies
    49
    Views
    9,193

    Thanks :) The thing with picking a random...

    Thanks :)
    The thing with picking a random character from a string (using it a list basically) is a little trick that I use a lot - I'm sure all my pathfinding examples will do the same sort of thing...
  134. Replies
    49
    Views
    9,193

    @RhysD: I'd have thought Prim's algorithm should...

    @RhysD:
    I'd have thought Prim's algorithm should be perfect for that - you could use it to generate a maze, where each cell represents a room:...
  135. Replies
    49
    Views
    9,193

    I'm sure this won't be of any use to the OP, but...

    I'm sure this won't be of any use to the OP, but perhaps others reading might be interested...

    I dug out an old random map generator of mine:
    https://1drv.ms/u/s!Atq7cUIJ7uexhSTBo2CoNEpiP8d0
    ...
  136. Replies
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    Views
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    You are seriously underestimating the complexity...

    You are seriously underestimating the complexity of what you're trying to do. This a very, very difficult problem - the kind of thing university maths students might write a thesis on.
    For example:...
  137. Counters are for displaying a numerical value on...

    Counters are for displaying a numerical value on screen - that's it. Not for storing values, and not for anything else.
    Global values should only be used for data that needs to be retained across...
  138. Replies
    49
    Views
    9,193

    Firstly, you really need to add comments, and...

    Firstly, you really need to add comments, and name all your objects and alterable values, especially when you're posting a example for people to look at. Otherwise, it's much harder for anyone to...
  139. Replies
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    Views
    788

    It's in the "Community Passport" section :)

    It's in the "Community Passport" section :)
  140. Replies
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    Views
    9,193

    @ SirEatAlot - No worries, and hope you find it...

    @ SirEatAlot -
    No worries, and hope you find it useful :)

    @ Dev618 -
    I'm afraid it's just a fundamentally very complicated thing that you're trying to do - especially if you want things to look...
  141. Replies
    49
    Views
    9,193

    http://sketchy.co.nf (first item in the list) It...

    http://sketchy.co.nf (first item in the list)
    It converts between 3-dimensional MMF2/CF2.5 array files and xml spreadsheet files, which are supported by Excel and most other popular spreadsheet...
  142. Replies
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    Views
    1,094

    Your best bet by far, is to use two alterable...

    Your best bet by far, is to use two alterable values.

    hostile - 0:false, 1:true
    attackType - 0:none, 1:leech, 2:devour...
    (make sure you include a comment listing what each value corresponds to)...
  143. Replies
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    Views
    5,783

    You really need to think about exactly how...

    You really need to think about exactly how someone will create a piece of art using your program - the different stages they will go through (drawing an outline, filling with color, shading and...
  144. Yep, that's the way to do it :) Alternatively,...

    Yep, that's the way to do it :)
    Alternatively, the "Select Object" extension makes it a little simpler, but it's not worth bothering with unless you're already using it elsewhere in your project...
  145. Replies
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    Views
    5,783

    Fair enough, although personally, I hate online...

    Fair enough, although personally, I hate online tools, so for me, that actually counts against it - a portable application (ie. you download it but don't have to install it) is much better,...
  146. Replies
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    Views
    5,783

    I agree that the built-in image editor is not...

    I agree that the built-in image editor is not very good (which is fine, although I do wish Clickteam would make it easier to work with graphics created using other tools).
    As a programming exercise,...
  147. Replies
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    Views
    9,193

    That example uses the Dungeon extension. You just...

    That example uses the Dungeon extension. You just need to play around with the path randomness, sparseness and dead-end removal settings to change the way the hallways look. The extension also comes...
  148. ( 100 * a ) + ( 10 * b ) + c

    ( 100 * a ) + ( 10 * b ) + c
  149. Those features are of no use whatsoever in making...

    Those features are of no use whatsoever in making a tile-based game, where its very likely that every tile is a duplicate of the same "tile" object, but with different animation frames selected, and...
  150. If you're using tile-based graphics, which most...

    If you're using tile-based graphics, which most people do (for a whole host of very good reasons), it's a no-brainer - a tile-based level editor is going to be much better than the built-in frame...
  151. Replies
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    I guess just the RNG being not very good (a known...

    I guess just the RNG being not very good (a known issue, and the main reason a lot of people use the Mersenne Twister extension instead).
    I don't imagine it will help, but you could always try: (...
  152. I agree that there probably should be a...

    I agree that there probably should be a multi-platform pathfinding extension, but I disagree with a lot of your other comments.

    Firstly, it's a myth that pathfinding has to be complicated - a...
  153. Replies
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    Views
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    Yeah, that seems to be the case, although the...

    Yeah, that seems to be the case, although the performance difference appears to be quite minimal (esp. by the time it's just one object anyway, rather than hundreds of polygons). There are also...
  154. Replies
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    No, your changes are fine - it's just much easier...

    No, your changes are fine - it's just much easier to change one parameter in MMF2 than to modify lots of values in the shader file itself.
    I was thinking before that graphics cards always internally...
  155. A very easy extension-less solution is just to...

    A very easy extension-less solution is just to put all the supported characters in one long string ("abc..."), and use the built in "find string in string" function to get the position of the...
  156. Replies
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    Views
    9,623

    Yeah, it's not really the finished article - it...

    Yeah, it's not really the finished article - it could do with a few additions...
    - square LUT images (eg. 8x8 instead of 64x1), to improve performance and compatibility.
    - easily selectable LUT...
  157. Replies
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    Usage Notes: This shader is to be used as an...

    Usage Notes:
    This shader is to be used as an overlay, adjusting the color of everything behind it.
    It requires a 17x17x17 (289x17) LUT image to be passed as the image parameter "lut".

    Download:...
  158. Replies
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    Views
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    So I had a brief go at it, and it should be...

    So I had a brief go at it, and it should be do-able, but it's tricky and I can't be bothered to keep trying.
    The image on the right is the original; the image on the left is after applying a...
  159. Replies
    1
    Views
    1,168

    You need the "Advanced Direction" extension,...

    You need the "Advanced Direction" extension, which I believe is contained in Bonus Pack #1 - http://www.clickteam.com/download-centre/mmf2
  160. Replies
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    Views
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    @Looki: thank you - that's very interesting, and...

    @Looki: thank you - that's very interesting, and potentially useful. I didn't know that was possible.
    I'll look into it later (possibly not today, as I've got a lot on).
  161. Replies
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    You'd need a texture 256 x 65536 (or 4096 x...

    You'd need a texture 256 x 65536 (or 4096 x 4096), which is bigger than DX9 (and many graphics cards) support, and there'd likely be a performance hit from using such a huge texture anyway.
  162. Impossible. This is as close as you're going...

    Impossible.

    This is as close as you're going to get:
    http://community.clickteam.com/threads/92958-Convex-Quadrilateral-pixel-shader
    ...but it still uses an affine transformation (rather than a...
  163. Replies
    24
    Views
    9,623

    MMF2 (and CF2.5) supports pixel shader models up...

    MMF2 (and CF2.5) supports pixel shader models up to 2.0a, while the code you provided uses functions only supported in 4.0 and later. That's not really the issue here though, as the shader could...
  164. Replies
    4
    Views
    1,702

    Set your framerate to 60fps, because that's the...

    Set your framerate to 60fps, because that's the refresh rate of the vast majority of monitors. The only reason to ever go above that, would be as a crude method of stress-testing your application.
    ...
  165. Replies
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    Views
    812

    To convert an angle to a value in the range...

    To convert an angle to a value in the range 0~360, you can use:
    ((angle mod 360) + 360) mod 360
    ...although it's much easier just to make sure you never set them to a value outside that range to...
  166. I think people should just stop using the Event...

    I think people should just stop using the Event Editor. It's one of those old relics from the days of Klik 'n' Play, like the "Step Through Editor" (who remembers that one?) that looks nice and...
  167. And pick a more sensible resolution - something...

    And pick a more sensible resolution - something with a common aspect ratio (eg. 16:9), and preferably a factor of a common resolution (eg. 720 or 1080 lines).
    eg. 480x270 is 16:9, and scales...
  168. I'm pretty certain that making objects that are...

    I'm pretty certain that making objects that are off screen invisible, is not going to improve performance - the display engine itself is going to ignore those objects anyway. All it would do is add...
  169. That doesn't sound right... I'm assuming you...

    That doesn't sound right...
    I'm assuming you can't just go straight to the target node without going through any other nodes first, or that would obviously be the shortest path.
    So in that case,...
  170. Those sound like good improvements :) I think a...

    Those sound like good improvements :)
    I think a "wait" command is pretty much essential in a roguelike, really.
    I'm curious about how the saving is going to work too - it's notoriously difficult to...
  171. I believe the "MT Random" (Mersenne Twister)...

    I believe the "MT Random" (Mersenne Twister) extension would do the job, but there may be others as well.
    Ah, you're updating E:TL - that was a fun little game! :)
  172. Using a random seed ensures that the exact same...

    Using a random seed ensures that the exact same sequence of "random" numbers will be generated every time, so it's probably not what you're looking for.

    To answer your question though, yes, you...
  173. It's not logically possible. What you're asking...

    It's not logically possible.
    What you're asking is the equivalent of if you have a map with lots of cities on it, and you want to drive from one city to another, via some other cities, but you don't...
  174. If it makes things easier, you're allowed to use...

    If it makes things easier, you're allowed to use single quotes in xml.

    "<image fileName='" + StrAtXY( "Array", 1, 1 ) +"' x= '" + StrAtXY( "Array", 2, 1 ) + "' y= '" + StrAtXY( "Array", 3, 1 ) +...
  175. Spread values ought to be useful here, since...

    Spread values ought to be useful here, since values are always assigned in the order in which the objects were originally created (starting with the most recent and working backwards).

    + Object...
  176. Replies
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    There are two separate issues: 1.) Each zombie...

    There are two separate issues:

    1.) Each zombie needs to have its own independent 2 second delay - that means using an alterable value. Set it to framerate * 2 when the zombie attacks; then always...
  177. Replies
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    Views
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    The short answer is that behaviours suck, and you...

    The short answer is that behaviours suck, and you should not use them.
  178. Replies
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    http://create-games.com/article.asp?id=1975...

    http://create-games.com/article.asp?id=1975
    http://create-games.com/article.asp?id=2248

    Bear in mind that ForEach loops didn't exist when I wrote those articles - they are much more efficient...
  179. I hate to say it, but that's an awful idea. The...

    I hate to say it, but that's an awful idea.
    The one huge drawback of mobile gaming has always been that without any kind of physical buttons/joysticks, smartphones make terrible game controllers -...
  180. It's actually not that straightforward, as you...

    It's actually not that straightforward, as you need to convert between hue/saturation/lightness and red/green/blue color models.
    The simplest solution is probably to just create the effect as an...
  181. Replies
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    Views
    796

    "Random(3)" will give you a random number from 0...

    "Random(3)" will give you a random number from 0 to 2 - think of it as randomly selecting one of 3 possible values (starting with 0).
    Picking a random entry from a list, can be done in many, many...
  182. Replies
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    I realize this is an old thread, but just in case...

    I realize this is an old thread, but just in case it helps, the best solution would be to overlay multiple objects, each with a relatively mild background blur effect applied.
  183. Replies
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    Views
    1,455

    The way it works, it starts by setting NumToCheck...

    The way it works, it starts by setting NumToCheck to the highest possible value (which was assumed to be 24), and then works its way down until it finds a number that it can match three of, or it...
  184. Replies
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    Views
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    Two reasons: 1.) I forgot to change the midpoint...

    Two reasons:
    1.) I forgot to change the midpoint of the string from 4 to 12.
    2.) More importantly, I assumed the numbers were going to be consecutive, from 1 to 24. This method isn't going to work...
  185. Replies
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    Views
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    That doesn't make a lot of difference. Just add a...

    That doesn't make a lot of difference. Just add a delimiter to your strings, and slightly modify the other code.
    eg.
    -> reel1 = "|01|02|03..."
    -> Set Reel1Nudges to abs(4-(findstringinstring(...
  186. Replies
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    Views
    1,455

    I also don't totally understand, but it seems...

    I also don't totally understand, but it seems like...

    Store each reel in an alterable string:
    reel1 = "123456789"
    reel2 = "286975314"
    reel3 = "437198625"

    Then...

    + whenever...
  187. Replies
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    Views
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    Thanks - I wasn't aware of that, but it's good to...

    Thanks - I wasn't aware of that, but it's good to know :) Guess I have quite a few shaders I need to go back and modify...
  188. Removing the PS_INPUT and PS_OUTPUT structure...

    Removing the PS_INPUT and PS_OUTPUT structure definitions has no effect at all - they're simply not needed when making a shader for CF2.5.
    My version uses ps2.0a, just because I forgot to change it...
  189. That's a good start! :) Not sure if I qualify as...

    That's a good start! :)
    Not sure if I qualify as a "shader guru", but I'll try and explain a few things:


    struct PS_INPUT
    {
    float4 Position : POSITION;
    float2 Texture :...
  190. Chrilley's solution should work in a lot of...

    Chrilley's solution should work in a lot of situations, but there are two particular cases where it won't help:
    1.) If you are using a fastloop movement - since you will need to move an object and...
  191. I haven't looked at your example (don't have...

    I haven't looked at your example (don't have CF2.5), but it sounds like a known issue that exists in MMF2, and I guess probably hasn't been fixed in CF2.5.

    Basically, if you have the condition...
  192. Either Werbad's "3D shader", or my own "Quad"...

    Either Werbad's "3D shader", or my own "Quad" shader:

    http://community.clickteam.com/threads/73365-3d-shader-fx
    http://community.clickteam.com/threads/92958-Convex-Quadrilateral-pixel-shader
    ...
  193. Replies
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    Views
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    Thanks :) I've fixed a bug with 50% dithering,...

    Thanks :)
    I've fixed a bug with 50% dithering, so it now looks much smoother (also renamed it to "AlphaDither" to avoid clashing with a previous dithering shader I made).

    Download:...
  194. Oh yeah, and the other thing I forgot, was that...

    Oh yeah, and the other thing I forgot, was that we'd need support for multipass shaders... (vertex shaders would be nice too, though they wouldn't help here)
  195. Forget it - can't be done in a shader. Clickteam...

    Forget it - can't be done in a shader.
    Clickteam would need to add support for more modern shader models before this becomes possible (along with a great many infinitely nicer effects).
    Proper...
  196. Replies
    7
    Views
    4,142

    I was feeling kind, so I made a shader... ...

    I was feeling kind, so I made a shader...

    http://i.imgur.com/hEsiAK8.gif

    It simulates alpha channel transparency using uniform dithering - potentially useful if you want quick and easy...
  197. Replies
    7
    Views
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    Yes, that could be done very easily. The main...

    Yes, that could be done very easily.
    The main hassle is that it would need to know the size of the object, so if it were an animated sprite you'd need to keep passing the new dimensions every time...
  198. What if the two angles are 350 and 10 degrees?...

    What if the two angles are 350 and 10 degrees?
    The answer is that the difference is either -340 or +20 degrees, depending on whether you go clockwise or anticlockwise - but we're only interested in...
  199. https://onedrive.live.com/redir?resid=B1E7EE094271...

    https://onedrive.live.com/redir?resid=B1E7EE094271BBDA!667&authkey=!AFrELCmkTNBzUdk&ithint=file%2cmfa

    The expressions you need are all here: http://www.sketchy.co.nf

    There's an all-in-one...
  200. Replies
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    Views
    1,593

    I think you need a couple more brackets in that...

    I think you need a couple more brackets in that return statement. Right now it's calculating "float4(tex2D(bg,In).rgb,1.0-fBlend)" and then multiplying all of that (the r, g, b and a components) by...
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