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  1. Again thank you for the quick reply. Jam sure...

    Again thank you for the quick reply.
    Jam sure was one of the most confusing things I have participated in.
  2. Thanks for the info. I understand somewhat that...

    Thanks for the info.
    I understand somewhat that Clickteam is credited as "author".
    But it still is "Weirder Stuff Clickjam Entry by felipecyberfox". Who the hell is "felipecyberfox"?

    Anyways is...
  3. What happened to my the month long Weirder Stuff submission?

    It seems that it can only be found on http://clickstore.clickteam.com/indistance URL but it credited to the "Clickteam" and to my knowledge it was not even entered to the competition properly...
  4. Thanks everyone! Animated picture object did the...

    Thanks everyone! Animated picture object did the trick. (I am making program that helps me add multiple coordinates [~hotspots] and things like frame time delay info to sprite animation [in a form of...
  5. Is it possible to import animation (sprite sheet) in runtime?

    Quick question: Is it possible to import sprite sheet at runtime? If so, how (generally)?
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    Basically you take coefficient formula (coef=...

    Basically you take coefficient formula (coef= B*65536 + G*256 + R) and just control the RGB with variables. For example if you want to go from red to blue, you would subtract from the R until it is 0...
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    You can do gradual change with "replace color" if...

    You can do gradual change with "replace color" if you use calculation to change the rgb coefficient.
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    Fade transitions take 100% of GPU?

    I noticed that standard fade transitions (at least fade to color) take 100% of the GPU (RX480 - Skyrim SE for comparison takes max 40%). Noticed this because every time fade occurs GPU fans speed up....
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    Most likely main tracking is done with magnetic...

    Most likely main tracking is done with magnetic field detector, possibly aided with some gyro (if available) or accelerometer adjustments. My old crappy phone that cost less than 80€ could track 3d...
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    Most of the hassle with Pathfind extension can be...

    Most of the hassle with Pathfind extension can be reduced by putting objects that use it in a special group(s). Than use fixed val of instance as array save name. You can make functional pathfinding...
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    Pathfinding is almost always based on a grid...

    Pathfinding is almost always based on a grid because of efficiency and accuracy of A* algorithm. Seeing how your game seems to emulate look of an older tile based game, PF being grid based should not...
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    Pathfinding extension should be fast enough. I...

    Pathfinding extension should be fast enough. I tested it on 420*200 tile map grid with 20+ enemies tracking moving player in real time without no noticeable hit on performance (didn't try to go past...
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    Here is example file if someone is interested....

    Here is example file if someone is interested. 1st level should be blurry because of the viewport bug. 2nd level is a clone of the first but with "remove viewport - add viewport" dance applied to it...
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    RGB Co-efficient reset is -1, if my memory serves.

    RGB Co-efficient reset is -1, if my memory serves.
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    It seems that blurriness is something bugging. I...

    It seems that blurriness is something bugging. I started a new file tested this on it - no problems.
    http://i.imgur.com/lZBEm2I.png
    On (day) old test file blurriness could be removed seemingly by...
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    If I copypaste the code it works as it should for...

    If I copypaste the code it works as it should for me. Just make sure that layer that you are applying it is on top of the layers that have the stuff you want to affect (and the effect layer has...
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    Succes! Schrodinger was right. Problem that I...

    Succes! Schrodinger was right. Problem that I had, was that I was using Viewport on separate layer. While viewport worked like it should in this way, applying effect to it's layer or layers above it,...
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    I have to test more in the morning. I think...

    I have to test more in the morning. I think Fusion is just acting weird on me. It shows zoomed in area as really anti-aliased except for once it zoomed as crisp image. Weird. Sleep and reboot...
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    Again, thank you for the answer. I tried viewport...

    Again, thank you for the answer. I tried viewport again with direct3d and no results. I had to reinstall it and now it works with direct3d. However after quick test it seems that zooming with it,...
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    Still would like to know if this is possible at...

    Still would like to know if this is possible at all. Can I get access to the vertex shader with ctf2.5? Is there something like Viewport extension that works with direct3d? Something that let's me...
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    Yeah, sure. Here are things pasted into the blend...

    Yeah, sure. Here are things pasted into the blend shader example that comes as default.
    I forgot that in the xml <BackgroundTexture>1</BackgroundTexture> is not there in most of the examples. You...
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    So, do you convert damage and hp so that they...

    So, do you convert damage and hp so that they work in the same resolution as the bar? If not, that is something you need to fix.
    For example if player has HP of 100 and energy bar has resolution of...
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    No. "sampler2D img : register(s1);" registers the...

    No. "sampler2D img : register(s1);" registers the sampler texture, "tex2D(img, In.Texture)" uses that texture (img) and retrieves RGB values + Alpha for pixel that is at same coordinate that it is...
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    img should work in that case. With "sampler2D img...

    img should work in that case. With "sampler2D img : register(s1);" it is easiest to apply to whole screen.
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    Should work like that. Only thing you might want...

    Should work like that. Only thing you might want to change is the "img" part of the code. It should match the sampler source (img,bdk or "myTexture") the shader is using. Also you might want to...
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    Just to help along: This is the posterization...

    Just to help along: This is the posterization method that I used in the video. It might not be "real posterization" (i don't know) but it is close enough.

    float4 orgPix = tex2D(img, In.Texture);...
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    Posterize image and then push the RGB colors...

    Posterize image and then push the RGB colors towards black. You might not want a fade because it is too smooth of a transition. In my video example it is 1)posterize 2) then subtract 0.03 from first...
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    Shaders are called "effects" in Fusion for some...

    Shaders are called "effects" in Fusion for some reason - they can be found under object/layers properties - display options. Fusion has editor for them, but it is text based, so it requires...
  29. http://youtu.be/EaqrgiCx1DM This video shows the...

    http://youtu.be/EaqrgiCx1DM
    This video shows the events neccesary to make instances to follow an anchor or in another words, using relative coordinates. Objects follow a bouncing ball since it was...
  30. If relative position or array trics are too...

    If relative position or array trics are too complicated, have you tried the Invader movement in the Clickteam Movement Controller object?
  31. You could make a virtual anchor that does the...

    You could make a virtual anchor that does the moving and enemies coordinates are relative to that.
    Or if you want same kind of line by line action (old game most likely did this due to the...
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    It is very easy shader to do. You probably can...

    It is very easy shader to do. You probably can find HLSL or at least GLSL tutorial that shows how it is done. (With GLSL you need to convert some things to HLSL, like vecs are floats and mod is fmod...
  33. Yes, I did not realize that about C2GV. It seems...

    Yes, I did not realize that about C2GV. It seems that, for example, updating object's alterable value inside "always" event to the result of distance calculation, gets the correct results when...
  34. I tried this (fixed==fixed) on simple scale, but...

    I tried this (fixed==fixed) on simple scale, but it fails in that. Seems like it is some other event in my more complex game that somehow "pics" the instance... However it still fails in the complex...
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    You could write a simple effect shader where the...

    You could write a simple effect shader where the shader modifies RGB values of the pixel based on the effect parameter setting (that you cycle trough in events). You could also add some color...
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    To subtract slowly from counter (that is not your...

    To subtract slowly from counter (that is not your problem):
    You could do it so that collision adds to "damage to energy" variable. Every time tick of your choosing, IF "dmg to energy">0, you...
  37. Good help file and documentation would be a...

    Good help file and documentation would be a change for better.
  38. My point is that it ACTUALLY works without loops...

    My point is that it ACTUALLY works without loops with fixed==fixed comparison. My question is should it work like that - is it valid way of doing it, or is it some sort of bug that in a long run...
  39. Is this valid limiting condition for an event? Individualizing instances.

    I have an enemy that moves in a group. This enemy shoots if distance of player is under certain amount. However just "if distance < x" does not seem to work. It just pics one of the enemy and if it...
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    Would something like pathfinding object help?

    Would something like pathfinding object help?
  41. Thank you for the answer. I ended up using this...

    Thank you for the answer. I ended up using this method http://danikgames.com/blog/how-to-intersect-a-moving-target-in-2d/. It gives about 92% hit rate when stationary gun tries to shoot at bouncing...
  42. How can I get intercept point or vector in CTF2.5?

    If I shoot a projectile from a fixed gun and try to to hit a moving enemy, I want to predict where projectile and enemy collide. I know speed of the projectile and the speed of the enemy, direction...
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    It is just custom shader (applied to layer) that...

    It is just custom shader (applied to layer) that shifts color based on the distance from the center.
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    If you are looking ways to optimize, original...

    If you are looking ways to optimize, original Castlevania games had precalculated look-up-table instead of calculating relative positions in run time for whip and segmented snake like objects..
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    Bumping because I have not found any info on...

    Bumping because I have not found any info on this. I really would like to know if shader resolution can be upped.
  46. Since object duplication has limit of 5000 and...

    Since object duplication has limit of 5000 and launching with debugger seems to crash with >30 000 tiles (173*173 tiles), I am hoping little more technical answer then "find out yourself". Is there...
  47. Quick backdrop vs normal backdrop - which is better in tile based game?

    Is there any difference performance/memory -with these:

    Using multiple single tile 32x32 pixel motif quick backdrops.
    Using multiple 4x4 tiled 32x32 pixel motif quick backdrops that cover same...
  48. Alright. I did what Gar suggested and noticed...

    Alright. I did what Gar suggested and noticed that adding quick backdrop on the detection layer does fix the problem - but only without the fine detection. Doing the add background thing and...
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    Angle: Have each link in a chain face the...

    Angle: Have each link in a chain face the previous one, or use rotation of previous link as rotation base that you off set on the new link?
  50. Like I said in the first post, messing with fine...

    Like I said in the first post, messing with fine collision might fix it. This however unnecessarily complicate things if I want finer collision with actives.

    Moreover if you delete the larger...
  51. Here is the example file. It has 3 events. 2 of...

    Here is the example file. It has 3 events. 2 of them detect if a scaled rotating green line is overlapping a backdrop. If it is overlapping, it changes color. As you can see it does not give constant...
  52. Here is video that shows the problem in action: ...

    Here is video that shows the problem in action:

    https://www.youtube.com/watch?v=lvQqdqIl8zw#t=11s
    As you can see normal backdrops don't have the problem (they will if I set them as "collision...
  53. (VIDEO) Quick backdrops and collision issues - sometimes event wont trigger?

    I want to use quick backdrops because they are fast to use in 32x32 grid based game. However, I have countered issues where scaled active objects combined with quick backdrops have trouble detecting...
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    Pause and resume with xbox 360 controller?

    For the life of me I can't figure out how I can use pause and RESUME application function with xbox 360 controller object on a win app. I can get the application to pause with desired xbox button but...
  55. No problem. 2 things: 1. Warning: If you are...

    No problem. 2 things:
    1. Warning: If you are using JPG image as the palette, the color information is actually inaccurate (color chart-wise). This is because jpg strips information from image and...
  56. [In the expression editor]"GetPixel( "Pixel...

    [In the expression editor]"GetPixel( "Pixel Object", XMouse, YMouse )" gets the whole rgb value that has to be converted, "GetGreenAt("Pixel Object", XMouse, YMouse )" gets green and so forth....
  57. You could use Pixel object to retrieve the RGB...

    You could use Pixel object to retrieve the RGB value of the pixel on the screen. Another way is that you generate palette (or now how color it is generated) and calculate the RGB based on relative...
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    Shader effect post resize?

    Is it possible to apply shader after rescale or have shader to use pixel info that is post the resize? I am trying to apply shader to 640x480 game that is resized to fit the screen but every shader...
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    Thanks Sumo, that did the trick!:)

    Thanks Sumo, that did the trick!:)
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    Getting X/Y with the fixed value?

    Is there a way to get objects X or Y position with it's fixed value (without making loop trough all of them/their kind) in expression editor?
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    Basically I wanted to have accurate 360 movement...

    Basically I wanted to have accurate 360 movement for bullets but also have them bounce. I circumvented 360 movement bounce problem by destroying colliding bullet, transferring its values (x,y,speed,...
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    I still think it was a bug. If events (or...

    I still think it was a bug. If events (or actions) referenced deleted layer, it was not seen on the editor. Also moving event/actions from the fast loop to normal event made them work properly (with...
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    Bounce for 360 movement?

    How can I get proper bounce angle calculated for 360 degree vector movement? I know that how to calculate it if I know direction of the object ( I do) and the direction of the surface ( I don't) -...
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    I had to delete one of the layers in order to...

    I had to delete one of the layers in order to make pathfinding object work properly but doing that somehow messed "active overlapping backdrop" event in the fast loop on another layer (both active...
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    Is there way to sort layers in runtime?

    Is it possible to change layer index while the game is running? Meaning for example changing positions of layer A (original index 1) and layer B (original index 2) (so that end result would be...
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    OK. Now it seems that everything I do just works....

    OK. Now it seems that everything I do just works. Also my bike's action camera failed to record any GPS info for yesterday. So it might have been a problem with the satellite coverage where I live?
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    I tried those, plus I tried release mode option -...

    I tried those, plus I tried release mode option - all results same as before.
    Edit: Version I am using is Steam version of CTF 2.5 developer.
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    How is Location Object supposed to work?

    I am trying to get longitude and latitude info from Android device with Location Object.
    I have checked properties- required hardware -gps. I have also ticked coarse, fine and extra access options....
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