Search found 1883 matches
- Fri Sep 12, 2008 10:15 pm
- Forum: General discussion
- Topic: Variable Scope / Publicity and Privacy
- Replies: 2
- Views: 4760
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: 4771
- Sun Aug 31, 2008 11:11 pm
- Forum: General discussion
- Topic: BitmapFromFile Bug
- Replies: 1
- Views: 3635
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: 15593
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: 8921
- Sat Aug 16, 2008 1:53 pm
- Forum: General discussion
- Topic: PM?
- Replies: 4
- Views: 6209
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: 6209
- Fri Aug 15, 2008 7:22 pm
- Forum: ZGE Source Code
- Topic: Filter
- Replies: 3
- Views: 15593
Filter
Hi,
Added a Filter property ( List ) to the Bitmap Component which enables you to choose between Linear ( default ) and Nearest.
K
Added a Filter property ( List ) to the Bitmap Component which enables you to choose between Linear ( default ) and Nearest.
K
- Thu Aug 14, 2008 8:45 pm
- Forum: ZGE Source Code
- Topic: TextureScale
- Replies: 0
- Views: 13986
TextureScale
Hello, I've changed my Material component's TextureScale property to a TZVector3f ( TZVector2f would be nice still 8) ) in order to scale Textures over each axis individually. This does break backward compatibility somewhat as values entered directly in the Material component of current projects wil...
- Mon Aug 11, 2008 12:47 pm
- Forum: Your projects
- Topic: Some platform-like game ... one day hopefuly ... :)
- Replies: 6
- Views: 10377
Hey Boris, Nice start! Some suggestions. - Use a floor state in which the player follows moving platforms he's standing on until a certain velocity threshold. This makes the player able to stand on platforms while they're going down as well. - Let the camera target be somewhat dependant on the playe...
- Mon Aug 11, 2008 12:35 pm
- Forum: General discussion
- Topic: Files support
- Replies: 2
- Views: 5239
Hi Boris, The simplest solution would be to stick to a single File loading procedure until you've implemented all of the features that you want. This approach is actually not all that uncommon among developers. During this development stage a sandbox / white-room level is used to explore / tweak all...
- Sat Aug 09, 2008 3:45 pm
- Forum: General discussion
- Topic: Transparency
- Replies: 12
- Views: 13826
- Sat Aug 09, 2008 1:09 pm
- Forum: General discussion
- Topic: Transparency
- Replies: 12
- Views: 13826
- Fri Aug 08, 2008 4:39 pm
- Forum: General discussion
- Topic: Transparency
- Replies: 12
- Views: 13826
- Thu Aug 07, 2008 9:02 pm
- Forum: General discussion
- Topic: Best Password System
- Replies: 1
- Views: 4624