Search found 1935 matches

by Kjell
Tue Nov 04, 2008 10:15 pm
Forum: General discussion
Topic: (edit: all cleared up) RenderTransformGroup & RenderText
Replies: 2
Views: 4935

Hi diki,

Can you explain what you're trying to do?

K
by Kjell
Tue Nov 04, 2008 10:11 pm
Forum: General discussion
Topic: Beta release 1.9.4b
Replies: 8
Views: 9746

Hi jph, The "Property" property of FileMoveData can only refer to variables / properties :) It's no Expression field, so the content won't get compiled, it just links to the property that corresponds to the name you fill in. The current approach is probably best though, in many other cases...
by Kjell
Tue Nov 04, 2008 6:47 pm
Forum: Feature requests
Topic: Double
Replies: 3
Views: 5742

Salve Francesco, Yea, that's what I tried at first as well. The multiplier however actually multiplies the value ( makes sense ), so you end up with a float that exceeds the precision of a single again. Using doubles doesn't make the executable any bigger afaik .. it's one of the base types supporte...
by Kjell
Tue Nov 04, 2008 4:39 pm
Forum: Tips'n'Tricks
Topic: Tuts for a noob!
Replies: 4
Views: 8037

Hi Dexter, You can resize the various "panels" of ZGE by dragging the separators between them ( indicated by the red lines in the attached picture ). And the easiest way to make a Model follow the mouse is by using the MouseModelController Component. Attached ( MouseFollow.zgeproj ) is the...
by Kjell
Tue Nov 04, 2008 4:25 pm
Forum: Tips'n'Tricks
Topic: Tuts for a noob!
Replies: 4
Views: 8037

Hi luster123, The tutorials on the site and examples included with the Editor ( check the Projects folder ) should get you pretty far. Next to that there's of course this forum which might have answers to some of your questions, and the IRC channel ( #ZGameEditor at irc.esper.net ). Since ZGE doesn'...
by Kjell
Tue Nov 04, 2008 2:58 pm
Forum: Feature requests
Topic: Double
Replies: 3
Views: 5742

Double

:shock:

Scores above 10 million start to crack up as all floats are of the type Single. Right now I'm using 2 variables as a solution, one holding the number of millions you've scored and another for the digits up to a million. But doubles would be nice .. or Int64 :)

Low priority though.

K
by Kjell
Mon Nov 03, 2008 11:19 pm
Forum: Feature requests
Topic: Joystick Support
Replies: 11
Views: 14953

Hey jph,

Most modern platforms ( DirectX / Allegro ) support 16 joysticks with up to 8 axis, 32 buttons and 4 pov hats simultaneously. Should be plenty 8)

K
by Kjell
Mon Nov 03, 2008 1:02 pm
Forum: Feature requests
Topic: Joystick Support
Replies: 11
Views: 14953

Hej Ville, Don't underestimate the importance of button layout. For example, if one would be creating a game with a jump and shoot button for the 360 pad, I can imagine going for jump under 1 and shoot under 3. This combination will be very annoying on the Playstation and Saturn controllers. Anyway,...
by Kjell
Sun Nov 02, 2008 9:49 pm
Forum: General discussion
Topic: Order
Replies: 1
Views: 4133

Order

:?: Some order weirdness .. Right now when you have a App, a AppState and a Model spawned in each ( AppState launched after SpawnModel ), the OnRender order is; App.Model -> AppState.Model -> App -> AppState. The OnUpdate order however is; AppState -> App -> App.Model -> AppState.Model. I'm aware th...
by Kjell
Sun Nov 02, 2008 1:46 pm
Forum: Feature requests
Topic: Joystick Support
Replies: 11
Views: 14953

Hej Ville, Well, you're right. If you're just using one analog stick ( 2 axes ) and some of the first buttons you're pretty safe across the board. However, the second analog stick as well as shoulder triggers are different joystick to joystick, not to mention d-pads .. which can be POV, a set of but...
by Kjell
Sat Nov 01, 2008 7:17 pm
Forum: Feature requests
Topic: Joystick Support
Replies: 11
Views: 14953

Hi diki,

I actually had a go at Joystick support some time ago and managed to get it to work. Though as there was no way to save ( configuration ) files back then, it would have been a crutch to use. But as file saving got implemented last week, I'll have another look at it.

K
by Kjell
Sat Nov 01, 2008 7:06 pm
Forum: General discussion
Topic: Beta release 1.9.4b
Replies: 8
Views: 9746

Hey jph, It's quite easy actually, use either MeshExpression ( in combination with RefreshContent ) or RenderNet and generate a useful iteration index per pass. For example, when you have a Array with 32 rows, you could use a RenderNet with a XCount of 31, and a calculation like "Index = round(...
by Kjell
Fri Oct 31, 2008 10:20 pm
Forum: General discussion
Topic: Beta release 1.9.4b
Replies: 8
Views: 9746

Hi jph, If you just want a simple trail, store the position of your model in the appending row of a Array, when you've reached the last slot, start at 0 again. Just use the index to determine the right key to use for your RenderNet ( for example ). When you're aiming for something like a cape, ribbo...
by Kjell
Sat Oct 25, 2008 2:30 pm
Forum: General discussion
Topic: Collision
Replies: 12
Views: 12501

:oops:

Guess it's time to take a weekend off :) The worst part is that I even listed the correct order a long time ago myself.

K
by Kjell
Sat Oct 25, 2008 1:54 pm
Forum: General discussion
Topic: Collision
Replies: 12
Views: 12501

Hej guys, Rebuilding from scratch will take a lot of time .. Anyway, the only reason I can think that OnCollision might be executed before OnUpdate is for the Collision Action "Stop" behavior. However, even if that's the case, it should be able to work the other way around as well. Here's ...