Search found 1644 matches

by Kjell
Mon Aug 13, 2018 12:03 pm
Forum: Releases
Topic: Scripting enhancements
Replies: 9
Views: 121

Re: Scripting enhancements

Hi Ats, Visual Basic 6 is absolutely ancient ( it's from 2005 ) .. i suspect ZGE attempts to use a feature ( DPI-aware scaling perhaps ) that isn't supported by the run-time files provided by VB6. I recommend using a virtual-machine running Windows XP for Visual Basic 6 based projects instead. + The...
by Kjell
Sun Aug 12, 2018 6:11 pm
Forum: Releases
Topic: Scripting enhancements
Replies: 9
Views: 121

Re: Scripting enhancements

Hej Ville,

Very nice updates, especially function overloading ( even though it's not part of the C spec ) is a welcome addition :) By the way, i noticed that the unary negation operator suddenly works on variables! Did that get fixed recently?

K
by Kjell
Thu Aug 09, 2018 9:29 am
Forum: General discussion
Topic: Material.Shading Wireframe vs Flat rendering speed
Replies: 1
Views: 39

Re: Material.Shading Wireframe vs Flat rendering speed

Hi rrTea, The next thing I was thinking of is to switch a Material.Shading that is used to render lots of elements on screen from Flat to Wireframe when the framerate drops, by checking for the framerate in main OnUpdate (if it's below 555 or 50, set the Shading to Wireframe, otherwise keep it on Fl...
by Kjell
Tue Aug 07, 2018 11:34 am
Forum: Tips'n'Tricks
Topic: Tween engine
Replies: 4
Views: 89

Re: Tween engine

Hi Ats, I'm trying to make a portable tween engine, based on the Pico-8 Tween engine by egordorichev . I've put almost everything in a model so it can be used and removed easily. I'm a bit puzzled as to why you'd want to wrap this in a model .. but maybe that's just me? Anyway, don't use strings in ...
by Kjell
Mon Aug 06, 2018 12:22 pm
Forum: Tips'n'Tricks
Topic: Tween engine
Replies: 4
Views: 89

Re: Tween engine

Hi Ats,

Looks familiar ... :wink:

K
by Kjell
Sun Jul 22, 2018 12:52 pm
Forum: Tips'n'Tricks
Topic: Color Picker
Replies: 2
Views: 67

Re: Color Picker

Hi Ats, By the way, is it possible to vary the BitmapCells RandomSeed over time? You mean something like this? <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name="App" Caption="ZGameEditor application" MouseVisible="255" FileVersion=&quo...
by Kjell
Thu Jul 19, 2018 10:20 am
Forum: Your projects
Topic: OMEGANAUT
Replies: 48
Views: 11665

Re: OMEGANAUT

Hi Ats, So in order to fit the background to the viewport and cover some camera movements, I only have to make a bigger CorneriaMesh? Depends on what you want. Normally making it bigger or moving it closer to the camera ( same result ) will suffice .. but if you want to do a 2D background in the sty...
by Kjell
Thu Jul 19, 2018 9:32 am
Forum: Your projects
Topic: OMEGANAUT
Replies: 48
Views: 11665

Re: OMEGANAUT

Hi Ats, Also I was wondering how should I do a background image... Maybe by drawing a 2D box? But since the clipping view is at 500 pixels, that would be a huge square. The easiest solution is to simply draw your background using a Material with Z-Buffer disabled before anything else, then it will a...
by Kjell
Sun Jul 15, 2018 11:58 pm
Forum: General discussion
Topic: ZGameEditor & Android Setting
Replies: 33
Views: 6595

Re: ZGameEditor & Android Setting

Hi Ats,

Ats wrote:Isn't line 142 missing a ; ??

Nope .. in Pascal / Delphi any statement preceding the end keyword isn't required to be closed with a semicolon.

K
by Kjell
Sun Jul 15, 2018 10:42 am
Forum: General discussion
Topic: ZGameEditor & Android Setting
Replies: 33
Views: 6595

Re: ZGameEditor & Android Setting

Hi guys, Apparently you're not allowed to load a shared library with text relocations anymore since SDK 23 .. here's a snippet from the "Android 6.0 Changes" document. On previous versions of Android, if your app requested the system to load a shared library with text relocations, the syst...
by Kjell
Thu Jul 12, 2018 10:59 am
Forum: General discussion
Topic: Question about CurrentModel, variables and functions
Replies: 3
Views: 106

Re: Question about CurrentModel, variables and functions

Hi Ats, If you want to modify a variable or property from a function you have to make sure it's passed as a reference. For some types this happens automatically, but for basic types ( byte, int, float, string ) you need to add "ref" to the argument otherwise the variable gets copied and is...
by Kjell
Mon Jul 09, 2018 5:11 pm
Forum: Your projects
Topic: Butterfly
Replies: 103
Views: 17391

Re: Butterfly

Hi rrTea, I never understood why is such data even included in the listing but maybe it can be useful for something? Well .. for one, you can easily paste a project or snippet that uses embedded data on a forum :wink: But i agree, would be nice if you could choose between embedding the data in the ....
by Kjell
Fri Jul 06, 2018 1:20 pm
Forum: General discussion
Topic: Exporting images from ZGE
Replies: 8
Views: 2866

Re: Exporting images from ZGE

Hi Ats, How do we know that the exported image is a tga, other than by setting that in the file name? Each file format stores data in a specific way .. just changing the file extension from TGA into BMP or PNG doesn't magically transform the data inside the file. Could that be a friendlier format, l...
by Kjell
Wed Jul 04, 2018 5:18 pm
Forum: Your projects
Topic: OMEGANAUT
Replies: 48
Views: 11665

Re: OMEGANAUT

Hi Ats, What OpenGL debugger program do you use? gDEBugger So using a 16x16 for a 1 or 2 pixel star is a waste. Not necessarily .. it's about how you use that texture. For example, take the following texture ( 32x32 pixels of which only the middle 16x16 region is used ). https://i.imgur.com/hPT3OI0....
by Kjell
Wed Jul 04, 2018 11:37 am
Forum: Your projects
Topic: OMEGANAUT
Replies: 48
Views: 11665

Re: OMEGANAUT

Hi Ats, I had a quick look at your game using a OpenGL debugger .. seems like there are quite a lot of texture swaps, you might want to look into that. In fact, you're using so few & little amount of texture data, i'd recommend bundling everything in a single texture. Aside from that, one of the...

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