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    That's just so I didn't have to include a movie...

    That's just so I didn't have to include a movie file in the example. Obviously in actual use, you would just retrieve the current time from whatever media playback object you're using - eg. Video...
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    Parsing .SRT Subtitle Files

    Made to help another user, and uploading here just in case it's useful to anyone else:
    https://1drv.ms/u/s!Atq7cUIJ7uextFbataWzsOv7kr10?e=AiVAt4

    It has not been thoroughly tested, and since CF2.5...
  3. Great work - that's looking miles better, with...

    Great work - that's looking miles better, with the new shadows.
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    There's no real advantageto that, and it's going...

    There's no real advantageto that, and it's going to mean that the stored heuristic values for each node are going to be wrong because the target is changing, which is very likely to break the whole...
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    There are still going to be some odd cases where...

    There are still going to be some odd cases where it doesn't work right.
    An extreme example would be something like this:
    https://i.imgur.com/7sUg6g7.png
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    Consider an obstacle like this: ...

    Consider an obstacle like this:

    https://i.imgur.com/aXCK86M.png

    The closest node to the target is #3, but the closest point to the target that lies outside the obstacle, is actually on the edge...
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    Probably the easiest way would be to create a...

    Probably the easiest way would be to create a series of points along a spiral that radiates outwards from the mouse click, and check the collision mask at each point as you go, stopping when you find...
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    Nice, but I don't think that's what...

    Nice, but I don't think that's what ciaciosacchetti means. In the previous version, if you clicked inside an obstacle, it would find the closest point outside the obstacle that could be reached,...
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    Nope, there's no way to make it move to the...

    Nope, there's no way to make it move to the nearest reachable point.

    The previous version was based on polygons and vectors. All collision detection was done using pure maths, by calculating the...
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    Old examples are fine. Nothing about the way in...

    Old examples are fine. Nothing about the way in which arrays work has changed.
    It really just depends on the exact kind of data you're storing, which is completely game-specific.
    You could use a...
  11. I think this is what you mean? angle = ATan2(...

    I think this is what you mean?

    angle = ATan2( Y("turret") - Y("target"), X("target") - X("turret") )
    or
    angle = VAngle( X("target") - X( "turret" ), Y("target") - Y( "turret" ) )

    The "VAngle"...
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    I think I'm done for now. It turned out better...

    I think I'm done for now. It turned out better than expected though, so I may eventually convert it into an RTS pathfinding system that handles multiple units efficiently.
    Download:...
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    Try now:...

    Try now: https://1drv.ms/u/s!Atq7cUIJ7uextFEBLg9tA5IIR_wX?e=FZLgad
    I'm hoping that should have fixed it... ( some of the code comments might be outdated now, but I'm going to comment everything more...
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    Nope, you're right. I stumbled upon the same bug,...

    Nope, you're right. I stumbled upon the same bug, but it shouldn't be too hard to fix. There might be a performance hit though...
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    Basic unit movement has now been added: ...

    Basic unit movement has now been added:

    https://s4.gifyu.com/images/yap.gif

    Download: https://1drv.ms/u/s!Atq7cUIJ7uextFDMKN4AtJql_LRZ?e=6oY2nh
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    It doesn't. It just uses normal collision...

    It doesn't. It just uses normal collision detection with the background obstacles to work out which nodes are connected (you have to put the nodes slightly outside the obstacles).
    Normal collision...
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    Yet Another Pathfinder example

    Me again, with yet another pathfinding example...

    This is mostly a proof-of-concept at this point, and I haven't added the actual movement yet, but it does find a path - look at the bottom of the...
  18. Use the built-in ForEach system, not the...

    Use the built-in ForEach system, not the extension, which doesn't scope instances properly. You can find the actions and conditions here:
    Active -> Count -> For each object
    Active -> Loops -> On...
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    It depends what you're trying to do exactly -...

    It depends what you're trying to do exactly - some of those effects are pretty trivial; some are very complicated.
    If you just need to plot some positions in 3D space, it's very easy.
    Or if you...
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    I totally get the logic behind it (there's an...

    I totally get the logic behind it (there's an excellent explanation here: https://developer.nvidia.com/content/alpha-blending-pre-or-not-pre ), but it's still a pain in the ass.
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    PNGs always use straight alpha. Fusion, in...

    PNGs always use straight alpha. Fusion, in "Direct3D 11" display mode, uses pre-multiplied alpha by default. I'll bet if you untick that box, it would also solve all your problems (pre-multiplied...
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    Nested ForEach loops aren't that much of an...

    Nested ForEach loops aren't that much of an issue, and they give you a lot of flexibility.
    I think the alternative would have to be something like this...

    Let's say you add a couple of new...
  23. I've never tried the shadow extension, but it...

    I've never tried the shadow extension, but it does say that it's not compatible with Direct3D (ie. it only works in the "standard" software runtime, not DX9 or DX10), so that's probably the issue....
  24. Using a separate layer would probably be best....

    Using a separate layer would probably be best.
    Layer 1: Map terrain
    Layer 2: Shadow objects (give the whole layer a "subtract" or "multiply" shader effect, and each foreground object has a matching...
  25. Nice work! As for the turret destruction...

    Nice work!
    As for the turret destruction problem, it's easiest to just use Fusion's built-in object pairing system, instead of messing around with spread values etc.

    + tankHull overlapping mine...
  26. The first one is just a straight-up "lighten"...

    The first one is just a straight-up "lighten" mask. I'd be very surprised if that didn't already exist.
    The second one just looks like a "saturation mask" filter, which definitely already exists.
    ...
  27. I wouldn't split the map into multiple frames -...

    I wouldn't split the map into multiple frames - it's just going to make everything even more complicated.

    The important things to limit are:

    1.) Map size in tiles - a "medium" size map in AoE...
  28. There are heaps of examples of many of the...

    There are heaps of examples of many of the individual components, such as pathfinding, but I don't think you'll find any complete engines - it's just too massive and complex a problem.

    By far and...
  29. NB: For that example to work properly in recent...

    NB: For that example to work properly in recent versions of CF2.5, you'll need to tick the box "Do not reset current frame duration..." in the object's properties (runtime options -> compatibility).
  30. You can also use multiple animation frames to...

    You can also use multiple animation frames to give you multiple action points:
    https://1drv.ms/u/s!Atq7cUIJ7uexg28l-ttFEEX-MBqr?e=xT7HhH
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    It's not too difficult. The main thing to be...

    It's not too difficult.
    The main thing to be aware of, is that using this "8-bit" method will give you 256 possible values (from 0 to 255). However, in most cases you can use a "blob" tileset...
  32. Thread: Light?

    by MuddyMole
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    This link should work:...

    This link should work: https://1drv.ms/u/s!Atq7cUIJ7uexgndFrVlwsskEQKme?e=7A4Juw
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    Why are you using the string tokenizer? Wouldn't...

    Why are you using the string tokenizer? Wouldn't it be easier to just use mid$()?
    eg.

    + Always
    -> Start loop "search", len(globalString) times

    + On loop "search"
    + find( stringA,...
  34. I actually got a little of the terminology wrong...

    I actually got a little of the terminology wrong myself in the last post, so it is confusing!
    This example from wikipedia demonstrates the difference pretty well:

    https://i.imgur.com/POO7rPI.png...
  35. Yes, they are using different methods, because...

    Yes, they are using different methods, because they are effectively using different color models (there are lots of different color models that contain a saturation component, and chroma is sometimes...
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    What NaitorStudios said. Noone is going to make...

    What NaitorStudios said. Noone is going to make such a specific example for you, for free.

    It also seems strange that you would want to remake MK if you're concerned about licenses and intending...
  37. Just use actives. The performance difference is...

    Just use actives. The performance difference is absolutely tiny with DX11, and the memory difference is irrelevant (everyone has 8GB+ of RAM these days).
  38. @Kage - Nice. Good luck with the game :) ...

    @Kage - Nice. Good luck with the game :)



    Yep. Debugging DX11 shaders is definitely trickier than DX9, and I've experienced more "quirks" with it.
    I've had non-working shaders that stopped...
  39. That's very handy, thanks! It turns out that in...

    That's very handy, thanks!
    It turns out that in DX11, dithering can be simplified a lot, since there isn't the limit on constants. Instead of using four separate 4x4 matrices, you can just use a...
  40. Okay, it's done. I'm sure there's room for...

    Okay, it's done. I'm sure there's room for improvement, but it seems to work now.

    Download: https://1drv.ms/u/s!Atq7cUIJ7uextCXaMbyu28oU71G2?e=00Uh2n
  41. Save it as an external image file, and then load...

    Save it as an external image file, and then load it at runtime as an image parameter.
  42. As I say, all of this requires a decent image...

    As I say, all of this requires a decent image editor, so if it's not working, most likely that's your problem.

    The first file I linked to includes a little "Palette Exporter" tool that I made. If...
  43. Thanks. I'm not having much success... ...

    Thanks. I'm not having much success...

    https://1drv.ms/u/s!Atq7cUIJ7uextCSw3THq6_a34AKy?e=nGVqgo
  44. It's proving tricky to port to DX11, but I've...

    It's proving tricky to port to DX11, but I've combined a few of my older shaders into a kind of all-in-one 8-bit sprite shader:

    https://s10.gifyu.com/images/8bitsprite.gif

    - palette swapping
    -...
  45. Done. I've ported it to DX11:...

    Done. I've ported it to DX11:
    https://1drv.ms/u/s!Atq7cUIJ7uextCOEJGR3L2zs59bu?e=32nlbY
  46. Indexed colour on modern systems is actually not...

    Indexed colour on modern systems is actually not that straightforward, as everything's designed around true colour these days.
    Having said that, I made a shader years ago that will do what you need:...
  47. If you mean what I think you mean, you will need...

    If you mean what I think you mean, you will need a decent graphics app (ie. not Fusion). It's essential that all of your sprites use the same palette, with colours in the same order, or you will...
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    Sticky: You guys should use box-mode when importing...

    You guys should use box-mode when importing graphics - it's just better.

    "This option is very powerful: it allows you to capture several images contained in boxes in a single image file. In order...
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    I think I found the problem. Weirdly, when I...

    I think I found the problem.
    Weirdly, when I tried doing what you say, and it wasn't working - the fWidth refused to stay set, so as soon as I deselected the object, the parameter instantly reset...
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    If you're sure you haven't done something wrong...

    If you're sure you haven't done something wrong (you're not setting the fWidth parameter above 0.5 in an event or something?), maybe we need to check with Clickteam? I can't see why it would work on...
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    Now that is strange. Works fine for me on both...

    Now that is strange. Works fine for me on both DX9 and DX11, both with pre-multiplied alpha enabled and disabled.
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    I was thinking something like this:...

    I was thinking something like this:
    https://1drv.ms/u/s!Atq7cUIJ7uextCG3lX4uE1F4ImmA?e=mYrpGE

    So you still have control over the width of the wheel, but you don't have to change the edge softness...
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    I don't see how the alpha component can be...

    I don't see how the alpha component can be outside the range 0-1. I reckon there's something else going on, but I don't know what... I'll have a look later, but I'm about to go out right now.

    A...
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    Sticky: If that is the problem, the "clamp(x, min, max)"...

    If that is the problem, the "clamp(x, min, max)" function might be what you need (or perhaps even "clip(x)").
    https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-clamp
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    That would require an absolutely immense amount...

    That would require an absolutely immense amount of work, so I doubt it (although I've seen some very basic drawing examples that you could search for).
    If you're serious about it, then just start...
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    Sticky: Why not just pass it in yourself as a parameter?

    Why not just pass it in yourself as a parameter?
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    Stable 60fps here. Asus UX305F laptop: 800...

    Stable 60fps here.

    Asus UX305F laptop:
    800 MHz Intel Core M-5Y10c (2 GHz Turbo)
    Intel HD Graphics 5300.
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    Would you care to elaborate?

    Would you care to elaborate?
  59. Replies
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    Here's my attempt at maths: Imagine you're...

    Here's my attempt at maths:

    Imagine you're looking down on the top edge of the card (red line), and rotating it to the blue angle.

    https://i.imgur.com/fIVaigP.png

    We'll just rotate around...
  60. That's odd. I've never seen any ads at all, so I...

    That's odd. I've never seen any ads at all, so I bet there's a way to turn them off.
    I agree that the latest versions are not much of an upgrade - I'd still be perfectly happy using version 9.0 (the...
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    Like I said, it's broken, so I don't recommend...

    Like I said, it's broken, so I don't recommend anyone uses it...
    https://1drv.ms/u/s!Atq7cUIJ7uextCAoMgZmI8Ewh_LJ?e=gDCJNL

    I'll post it here anyway though, just in case someone who's better than...
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    It's an interesting problem... The problem with...

    It's an interesting problem...
    The problem with shaders like the Quad shader and Werbad's 3D shader is that they use the positions of the 4 corners as inputs, which means that you have to do some...
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    It sounds like you just want your objects to have...

    It sounds like you just want your objects to have an alterable containing the default scale (usually 1.0, but in your example it would be set to 1.7), and then multiply that by the value of the...
  64. Aseprite is definitely the most popular tool for...

    Aseprite is definitely the most popular tool for making animated pixel art these days (in spite of the ugly GUI) - but it's not a general purpose graphics app. GraphicsGale used to be pretty popular...
  65. This any good? 31064 Note the "Do not reset...

    This any good?
    31064

    Note the "Do not reset current frame duration..." option in the compatibility section of the object's runtime properties.
  66. Just to answer that part of your question, and...

    Just to answer that part of your question, and this might not be what you want, but I would have thought it more normal to pick the front-most object.
    If you're only targeting the windows runtime, I...
  67. 1.) Aenever's suggestion will work here. There's...

    1.) Aenever's suggestion will work here. There's no need for a separate "skin" or anything though - just replace the actions that set the object's angle, with actions to set the animation direction...
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    Sticky: I feel like logically, the opposite of "

    I feel like logically, the opposite of "<=" would be ">".
    Likewise, the opposite of "<" would be ">=".
  69. Since several people have asked me now, I've made...

    Since several people have asked me now, I've made yet another slight modification here:
    https://1drv.ms/u/s!Atq7cUIJ7uextB8qMiHI8Q6E6Efs?e=78ZMoJ

    The only changes are to the debug mode.
    It now...
  70. The surface object is only for debugging...

    The surface object is only for debugging purposes, so that you can easily check you have your polygons set up correctly - you can safely remove it without affecting the pathfinding at all.
    The only...
  71. That's actually quite a bit of work to do...

    That's actually quite a bit of work to do properly. I made a simple fix here though:
    https://1drv.ms/u/s!Atq7cUIJ7uextB6m5Ky7V3rvnVFB?e=GZBIJO
    (there are some other very minor changes, such as...
  72. Just another quick update, which you can download...

    Just another quick update, which you can download here: https://1drv.ms/u/s!Atq7cUIJ7uextB3Vg9Wjev7jbTHY?e=MHiZCR

    Unless I get more (easy to implement) suggestions, this really should be it for a...
  73. Probably not that hard, actually :) The...

    Probably not that hard, actually :)
    The point-in-polygon test already returns the id of the polygon, so it should just be a case of looping through every wall in that polygon, and doing a...
  74. Polygon-based A* Pathfinding Example (extensionless)

    This is an improved and commented version of the pathfinding example that I posted in a different thread (just trying to make it more searchable). I do have ideas for future improvements, but this is...
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    My example does a ton of calculations at the...

    My example does a ton of calculations at the start of the frame, in order to minimize the amount needed during the actual pathfinding process. It probably wouldn't be hard to just create an...
  76. Replies
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    My example does a ton of calculations at the...

    My example does a ton of calculations at the start of the frame, in order to minimize the amount needed during the actual pathfinding process. It probably wouldn't be hard to just create an...
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    I haven't tested, tidied or commented it properly...

    I haven't tested, tidied or commented it properly yet, but if anyone wants to try out the latest version of my polygon-based pathfinding example, it's here:...
  78. Replies
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    I had a thought... ...

    I had a thought...

    https://i.imgur.com/oJ2hImY.png

    The idea is to separate the vertices used to define walls for line-of-sight tests, from nodes used in pathfinding (right now, they're the same...
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    If it turns out to be an easy fix, then there's...

    If it turns out to be an easy fix, then there's no reason not to :)
    It's not so important for this particular project though, as anyone making a Windows game can just just a pathfinding extension.
    ...
  80. Replies
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    Yes, sadly it is. LB's "Internal List" would be...

    Yes, sadly it is.
    LB's "Internal List" would be much better, but unfortunately it's for Windows only, so using it here would defeat the purpose, since you may as well just use a pathfinding...
  81. Replies
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    Yes, I do. That's basically what we're talking...

    Yes, I do. That's basically what we're talking about with "point and click pathfinding" (it's not quite the same as the method I was using, but it's very, very similar).
    Have a look at this page:...
  82. Replies
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    Thanks all! Not sure about that point and click...

    Thanks all!
    Not sure about that point and click pathfinding. I did get fairly close, and in theory it's not that tough - it was just all those awkward edge cases that kept causing problems!
    The...
  83. Replies
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    Agreed. If you're only targeting Windows, an...

    Agreed. If you're only targeting Windows, an extension is the way to go - it's much easier than "rolling your own", and will run faster too.

    Failing that...
    Is there a specific example you're...
  84. Ah, so it has been fixed in DX11 then :) I...

    Ah, so it has been fixed in DX11 then :)
    I appreciate it's not much of a problem anyway, since there are easy workarounds, like creating a larger motif in whatever graphics app - not the full size...
  85. Does this actually make a substantial difference...

    Does this actually make a substantial difference though?

    I only ask because I was struggling with terrible performance just today, which I eventually traced to a Quick Backdrop using the "Motif"...
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    New Pathfinding Example (extensionless)

    This is an example of a breadth first, flow-field pathfinding system.
    It doesn't require any extensions, and therefore should theoretically be compatible with any and all exporters.

    It is...
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    I tend to think with zombies, you probably don't...

    I tend to think with zombies, you probably don't need real pathfinding, since zombies aren't supposed to be capable of complex problem solving anyway. They don't need to be able to navigate through a...
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    I'm definitely no expert, but that may be the...

    I'm definitely no expert, but that may be the problem.
    Apparently that's a very old / bad graphics card, and significantly slower even than mine:...
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    It's flickering between 60 and 61. Given that my...

    It's flickering between 60 and 61.
    Given that my computer is a 2015 laptop / ultrabook (definitely not a gaming laptop), and it still manages 60FPS even when unplugged and using the battery saver...
  90. I believe it's one of the peculiarities of the...

    I believe it's one of the peculiarities of the way the object scoping system works.
    The fastloop is triggered as soon as it's encountered. The condition within the fastloop "filters out" all...
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    It's for when you add an object to the backdrop...

    It's for when you add an object to the backdrop on top of an existing backdrop.
    If you set it to "no effect on collisions" it will do exactly that - it will have no effect on collisions.
    If you set...
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    It tends to be fairly game-specific, but at the...

    It tends to be fairly game-specific, but at the most basic level, it involves considering every possible move, and somehow quantifying how "good" a move it is. For example, in "Advance Wars", when...
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    I remember there being some workaround for that,...

    I remember there being some workaround for that, but it still involves applying the shader to the entire frame, not just the window, which makes it very inefficient and slow.
    Subapps are the way to...
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    It shouldn't actually have anything to do with...

    It shouldn't actually have anything to do with sampler settings. The way it checks for the pixel being within the quad is this part:


    float a = (xA - texCoord.x) * (yB - texCoord.y) - (xB -...
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    eg....

    eg.
    https://1drv.ms/u/s!Atq7cUIJ7uextBcrLIoFjQT0X-IS?e=U6PzvI
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    Okay, soooo... I just tested Werbad's shader on...

    Okay, soooo...
    I just tested Werbad's shader on its own, and it actually works fine.
    Which means that the problem is with the events - and I think I've found it!
    The issue is with passing integers...
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    Nope. It's broken. The wall objects are being...

    Nope. It's broken. The wall objects are being positioned and resized correctly, but that's not what the shader was for - the shader was to make the corners look right.

    Have a look at this example...
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    That's strange... I've just had another look...

    That's strange...

    I've just had another look though.
    The latest version (which I decided to call "QuadPlus" for some reason) doesn't work -...
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    It's probably not you. I just tried the GTA...

    It's probably not you. I just tried the GTA building examples that I made years ago using Werbad's shader, which definitely DID work, but are now all broken. Clickteam must have changed something....
  100. That's *exactly* the kind of artificial stupidity...

    That's *exactly* the kind of artificial stupidity that I need!
    In Microgue (and in my game) monster movements are entirely deterministic - there's no luck and no hidden information. Once you learn...
  101. Agreed. And if it's not Discord, it's Twitter. I...

    Agreed. And if it's not Discord, it's Twitter.
    I really miss "The Daily Click" - it used to be such a great and active community, with frequent new game releases, great articles and a helpful forum....
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    The presentation is really great. Normally, I'd...

    The presentation is really great.
    Normally, I'd say you don't need to stress so much about exactly how your zombies look, at this early stage in development - but apparently one of the keys to...
  103. Unfortunately, knowing how to do something and...

    Unfortunately, knowing how to do something and actually doing it, are two quite different things.
    I'm trying to keep a to-do list and set a small, achievable goal for each coding session, so that I...
  104. Yes, it's unmistakeably Equin, but seems like...

    Yes, it's unmistakeably Equin, but seems like you've made a lot of subtle improvements (it's funny to think that you can now see as well in a dark cave as you could during daylight in the old...
  105. Congratulations on getting another game finished...

    Congratulations on getting another game finished and released! I hope the launch went well :)
    I never get bored of roguelikes (been playing a bit of "Labyrinth of Legendary Loot" recently, and just...
  106. That's one of mine. You can find the download on...

    That's one of mine.
    You can find the download on my OneDrive, here: https://1drv.ms/u/s!Atq7cUIJ7uexgQOl9E-_RJ1mfyxd?e=pCACGN
    It'll be in the "stuff" folder, and I believe it's the one called...
  107. That's true. Stopping at the diagonals is...

    That's true.

    Stopping at the diagonals is actually quite tricky. Technically, my version does it, but you need to release two arrow keys at *exactly* the same moment, which is very difficult.
    You...
  108. I think the big issue here is not going to be...

    I think the big issue here is not going to be mouse sensitivity, but your game's framerate. You know where the mouse is now, and you know where it was 1/60th of a second ago, but you have no idea...
  109. That seems a little buggy - rotation towards a...

    That seems a little buggy - rotation towards a diagonal (NE, SE, SW, NW) is twice as quick as rotating towards one of the four cardinal directions (N, E, S, W), and it's also possible to hold an...
  110. Using "Compare two general values" is usually a...

    Using "Compare two general values" is usually a mistake, as it doesn't work when you have multiple instances (eg. more than one bullet). You need to store each bullet's distance in one of its...
  111. Replies
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    1.) Yes, if you use the Ini++ extension, it can...

    1.) Yes, if you use the Ini++ extension, it can encrypt the file.
    2.) Standard arrays are binary files, so you can't read their contents in a text editor. They are not actually encrypted though, so...
  112. Yeah, the problem with a math-based solution is...

    Yeah, the problem with a math-based solution is that if you later decide that you need different set of numbers, you'll need to work out a whole new formula (not always easy). Plus, if you come back...
  113. You will need to use custom pixel shaders (any...

    You will need to use custom pixel shaders (any other solution will be way too slow).
    All the formulae you need for converting between different colour models are on wikipedia:...
  114. Volnaiskra's solution seems sensible - kind of...

    Volnaiskra's solution seems sensible - kind of the best of both worlds.
    I definitely wouldn't go that route for a game using tile-based maps though, just because the CF2.5 frame editor makes a...
  115. If everything's grid based, then you don't even...

    If everything's grid based, then you don't even need to use normal collision detection - you can just look up a value from an array directly.

    The main thing is that each map tile needs a value to...
  116. Replies
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    It's just the usual issue related to the fact...

    It's just the usual issue related to the fact that not all values can be expressed exactly as a float - google "floating point arithmetic" for an explanation of why that is.
    eg....
  117. Replies
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    On thinking about it, you don't actually even...

    On thinking about it, you don't actually even need the variable "totalMatches", as you can just use the loop index instead.

    + On loop "find"
    + Match > -1
    -> Set searchFrom to Match + 1
    ->...
  118. Replies
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    The built in "find" function takes an argument...

    The built in "find" function takes an argument that specifies the point from which to search, so it's pretty simple to just do repeated searches, starting each one from the previous match, and...
  119. There's no way to directly get the texture...

    There's no way to directly get the texture dimensions from within the shader (there's no fPixelWidth / fPixelHeight equivalent for image parameters), so you will need to pass them in as separate...
  120. Replies
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    You have to click and drag from one square to...

    You have to click and drag from one square to another to create a door between them. It was just the simplest way to get the data into the array, to show how the main part of the example works. In...
  121. Replies
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    Hmm, that looks a bit over-complicated, and not...

    Hmm, that looks a bit over-complicated, and not very smooth (only 32-directions).
    Perhaps try something like this: 30077
  122. Replies
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    Something like this: 30072 ?

    Something like this: 30072 ?
  123. Replies
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    Here:...

    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....
  124. Replies
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    Yes, you've understood perfectly, and you're...

    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...
  125. Replies
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    I really love the overall visual style of the...

    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...
  126. Nevermind, YVes beat me to it!

    Nevermind, YVes beat me to it!
  127. Looks like the same windows control as used in...

    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...
  128. Replies
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    Haha, sounds like you just opened a can of...

    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...
  129. Replies
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    What's the specific issue? It sounds like you...

    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...
  130. Or don't use ForEach loops at all. They're great,...

    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...
  131. Replies
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    One of the examples in my "tile-based examples"...

    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...
  132. Replies
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    The part you left out is that also they dispose...

    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,...
  133. Replies
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    Yes, it will be a (very) long process - that's...

    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...
  134. Replies
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    Fredetmumu beat me to it, but if you want a bit...

    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:
    ...
  135. Replies
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    That's essentially the same, but instead of: ->...

    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") +...
  136. Replies
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    The basic formula (for a missile or a racing car...

    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...
  137. Replies
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    Thanks all. It makes sense that it would be...

    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...
  138. Ah, the not so enjoyable/rewarding part of game...

    Ah, the not so enjoyable/rewarding part of game development... Good luck and keep at it! :)
  139. Replies
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    Yeah, there's no obvious logic to it, and the "-"...

    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...
  140. Replies
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    Views
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    Sticky: Importing of sprite sheets in box mode is not...

    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...
  141. That's a fair point. I've noticed a few other...

    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...
  142. Replies
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    Sorry, make that a 1-based index... eg. +...

    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...
  143. Replies
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    You're getting the loopindex of "write global...

    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...
  144. Thanks for that. It's strange that the other...

    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...
  145. Replies
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    Sorting Numbers in a List

    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...
  146. Thanks! And yes Chrilley - a contents list is...

    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...
  147. Thanks guys, and especially Volnaiskra for all...

    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...
  148. That's actually one of my old articles (written...

    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:...
  149. Replies
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    New Article (containing lots of maths)

    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...
  150. I would recommend you just use the built-in...

    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...
  151. Replies
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    Yes, this is correct. Whether there's any...

    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...
  152. Replies
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    That's not a problem - I've just updated the...

    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...
  153. Replies
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    Views
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    So I put that example together quite late last...

    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...
  154. Replies
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    See if this helps: ...

    See if this helps:

    https://1drv.ms/u/s!Atq7cUIJ7uexrSKAWc-VOo9WqJfv?e=z8zoEd
  155. Replies
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    Scaling up your graphics before you import them...

    Scaling up your graphics before you import them is a crazy. Don't do it.
  156. Clickteam may well have fixed this issue by now...

    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...
  157. I tried it using the Brackets Live Preview to...

    I tried it using the Brackets Live Preview to serve the file, and it worked fine...
    https://i.imgur.com/A1aJy2E.png
  158. And obviously you need to set the array type as...

    And obviously you need to set the array type as "Number array" (not "Text array" which is the default) with a "Base 1 index".
  159. Firstly, you only need a 1-dimensional array, so...

    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...
  160. As for the trig formula not working - Excel uses...

    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 ))...
  161. -90˚ to 90˚? That's only a range of 180˚. The...

    -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...
  162. Replies
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    Indeed. They really don't do anything special....

    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...
  163. Replies
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    Honestly, you're better off just never using...

    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...
  164. Okay, I have a confession - I was using an...

    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...
  165. That extension doesn't seem to support WebGL -...

    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...
  166. Replies
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    Scrolling is not a problem. eg....

    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...
  167. Replies
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    Views
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    I'm not saying it's a good solution, but it's a...

    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...
  168. Replies
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    I haven't done any "kliking" in a very long time,...

    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...
  169. Replies
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    Views
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    That lists are sorted alphabetically, and not...

    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...
  170. Replies
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    Just put the HUD on a separate layer, and set the...

    Just put the HUD on a separate layer, and set the layer's X and Y scrolling coefficients to "0".
  171. Replies
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    Seems to be a known issue:...

    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...
  172. Replies
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    When declaring the sampler in the .fx file, you...

    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 {
    ...
  173. Replies
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    eg. If you had two players, with the names: ...

    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"...
  174. Lists are "windows controls" and as such, are...

    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...
  175. Replies
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    Views
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    That's not a monospaced font that you're using....

    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...
  176. Replies
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    Here:...

    Here: https://1drv.ms/u/s!Atq7cUIJ7uexn3sbKszHZG3Q12Ts?e=XVb2Aw
    You don't need any loops.
  177. I think you are going about this in completely...

    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...
  178. Replies
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    LETTERS + right$( "FIFTEEN_SPACES" + NUMBERS, 15...

    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...
  179. Not sure why you're reviving an ancient thread,...

    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...
  180. Replies
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    You have to remember the bug/feature in the way...

    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...
  181. Sad but true, I think (although you missed out...

    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...
  182. Replies
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    Oh, I never meant to leave that extension there...

    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...
  183. Replies
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    Views
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    Haha, thanks. That looks interesting - probably...

    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...
  184. Replies
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    Views
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    https://1drv.ms/u/s!Atq7cUIJ7uexnzmNbZVVEr5rlFLn?e...

    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...
  185. Replies
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    Thanks - that's an interesting link :) It turns...

    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...
  186. For the standard built-in movements (8-direction,...

    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...
  187. Replies
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    Views
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    Maths Problem - Line Function

    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!
    ...
  188. Replies
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    That flocking example is interesting (and aenever...

    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...
  189. Yeah, I'm not sure there is a way, other than to...

    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...
  190. Replies
    35
    Views
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    The collision mask is very much integrated into...

    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...
  191. Replies
    35
    Views
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    The collision mask feature allows you to test any...

    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...
  192. Replies
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    Views
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    Oh, and there's also the background 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...
  193. Replies
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    Views
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    By "grid-based", I don't mean that the actual...

    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...
  194. Replies
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    Views
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    Yes, fine collision checks are slow. On the other...

    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...
  195. Replies
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    Views
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    What you're talking about is "collision...

    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...
  196. It won't be what you want to hear, but the simple...

    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,...
  197. Replies
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    Views
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    The action to start the ForEach loop is under:...

    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...
  198. Replies
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    Views
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    You have to wrap the collision event in a ForEach...

    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
  199. The diameter of circle1 is always going to be...

    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...
  200. Use a string tokenizing / parsing extension -...

    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...
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