Hi jph,
Love the sound effect when continuously pressing K or I ( plus some J & L on top ), very space-y How's that Rising Star Program working out for you?
Hope all is well,
K
Search found 1891 matches
- Sat Sep 20, 2008 2:54 pm
- Forum: Your projects
- Topic: anothe useless bit of nothing,.
- Replies: 4
- Views: 6754
- Sat Sep 20, 2008 2:12 pm
- Forum: Feature requests
- Topic: Inheritance
- Replies: 21
- Views: 21109
Inheritance
Hi,
A inheritance / extends property for Models combined with a Class Component would come in handy when constructing various models that share a number of Variables and Behaviors.
K
A inheritance / extends property for Models combined with a Class Component would come in handy when constructing various models that share a number of Variables and Behaviors.
K
- Sat Sep 20, 2008 1:36 pm
- Forum: General discussion
- Topic: Clarification needed! urgent! ;)
- Replies: 4
- Views: 6224
Hi Francesco, I've mentioned this before, and I'll mention it again :) Step based collision isn't a good method for physics type solutions. It's only good for gathering information. Depending on how far the ball has traveled into the block, it will give a different result when using the Stop Action....
- Sat Sep 20, 2008 11:24 am
- Forum: General discussion
- Topic: Clarification needed! urgent! ;)
- Replies: 4
- Views: 6224
Hi Francesco, What exactly is the problem here? The fact that the documentation does not clearly state that OnStop still triggers OnCollision Events in Models as well? I guess it could be clarified in the Wiki that all Collision Actions will always trigger OnCollision at the least. By the way, the b...
- Tue Sep 16, 2008 3:43 pm
- Forum: General discussion
- Topic: How to limit the framerate?
- Replies: 7
- Views: 9066
Hej jph, Well, no .. there is no easy way at the moment. Apart from when you're using Rect2D_OBB, then you can just use the scale properties and CollisionOffset to extend the collision box while countering the rendered scale using a RenderTransform. Problem is that with these kind of collision check...
- Tue Sep 16, 2008 3:16 pm
- Forum: Tips'n'Tricks
- Topic: hi
- Replies: 5
- Views: 7358
- Tue Sep 16, 2008 1:53 pm
- Forum: General discussion
- Topic: How to limit the framerate?
- Replies: 7
- Views: 9066
Hi diki, Even though you're only mentioning the collision situation merely as example, step based physics and collision checking is outdated and concidered bad practice in most cases. Developers these days extrude the bounding mesh of a object over the velocity direction vector with a extend of the ...
- Sun Sep 14, 2008 11:05 am
- Forum: Tips'n'Tricks
- Topic: hi
- Replies: 5
- Views: 7358
- Fri Sep 12, 2008 10:15 pm
- Forum: General discussion
- Topic: Variable Scope / Publicity and Privacy
- Replies: 2
- Views: 4769
Hi diki, The easiest solution for your problem would be to change the SpawnStyle of the two SpawnModel components from Clone into Reference. However, when you'd insist on using Clones, there are a couple of things that need to be changed. Variables that belong to individual models need to be defined...
- Fri Sep 12, 2008 9:04 am
- Forum: General discussion
- Topic: Collision Bounds for Rect2D_OBB
- Replies: 2
- Views: 4781
- Sun Aug 31, 2008 11:11 pm
- Forum: General discussion
- Topic: BitmapFromFile Bug
- Replies: 1
- Views: 3646
BitmapFromFile Bug
:? Although this issue has already been addressed before several months ago ( then using .bmp ), it seems that the BitmapFromFile Component still suffers from the swapped X & Y pixel count syndrome with other file types such as .gif and .jpg. And as I couldn't track down the responsible code in ...
- Thu Aug 21, 2008 9:59 am
- Forum: ZGE Source Code
- Topic: Filter
- Replies: 3
- Views: 16547
Hej jph,
Same 16x16 Bitmap, different Filter.
Joystick isn't done yet, I'll have to find some time to finish it up.
K
Same 16x16 Bitmap, different Filter.
Code: Select all
this.Pixel.R = X;
this.Pixel.G = Y;
this.Pixel.B = 1-Y;
if(X == 0 || X == 1-1/16){
this.Pixel = 1;
}
if(Y == 0 || Y == 1-1/16){
this.Pixel = 1;
}
K
- Mon Aug 18, 2008 11:57 am
- Forum: General discussion
- Topic: Mad Idea
- Replies: 8
- Views: 8931
- Sat Aug 16, 2008 1:53 pm
- Forum: General discussion
- Topic: PM?
- Replies: 4
- Views: 6218
Hej Ville, This is not meant for the public build ( hence a PM ). It could have, if the mesh renderer would have been a little less hard coded to work solely with GL_TRIANGLES. So for my needs ( one specific project ) it was most convenient to just convert the whole renderer / mesh generation proced...
- Sat Aug 16, 2008 1:04 pm
- Forum: General discussion
- Topic: PM?
- Replies: 4
- Views: 6218