Search found 1883 matches

by Kjell
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...
by Kjell
Fri Sep 12, 2008 9:04 am
Forum: General discussion
Topic: Collision Bounds for Rect2D_OBB
Replies: 2
Views: 4771

Hi diki,

No you are correct. Only the OBB Collision types take a Model's scale and rotation in consideration. The non-OBB types only use the Position, CollisionBounds and CollisionOffset properties.

+ Welcome :)

K
by Kjell
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 ...
by Kjell
Thu Aug 21, 2008 9:59 am
Forum: ZGE Source Code
Topic: Filter
Replies: 3
Views: 15593

Hej jph,

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;
}
Joystick isn't done yet, I'll have to find some time to finish it up.

K
by Kjell
Mon Aug 18, 2008 11:57 am
Forum: General discussion
Topic: Mad Idea
Replies: 8
Views: 8921

Hi guys, My primary reason for working with & on ZGE is the real-time preview. This saves heaps of time compared to libraries that need to be compiled every time you want view any changes. As Ville mentioned, the only sane way of pulling this off is through interpretation. + Slightly off-topic, ...
by Kjell
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...
by Kjell
Sat Aug 16, 2008 1:04 pm
Forum: General discussion
Topic: PM?
Replies: 4
Views: 6209

Hej Ville,

Yea that was me, I was having some memory related issues with my Quad-based conversion of ZGE ( opposed to Triangle-based ), but actually managed to solve it myself already 8)

Good to know that there's space in your mailbox again though :wink:

Regards,
Kjell
by Kjell
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
by Kjell
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...
by Kjell
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...
by Kjell
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...
by Kjell
Sat Aug 09, 2008 3:45 pm
Forum: General discussion
Topic: Transparency
Replies: 12
Views: 13826

Hi Chupacapra,

Hmm, I wonder if it's a hardware problem. Can you try out the attached example ( exe + source )? What you should be seeing is a rotating ( double-sided ) cube fading in and out in front of a colorful background.

Regards,
K
by Kjell
Sat Aug 09, 2008 1:09 pm
Forum: General discussion
Topic: Transparency
Replies: 12
Views: 13826

Hi Chupacapra,

Sorry, I forgot to mention that you need to set the Blend property to for example "Alpha/One" for it to work :oops: When Blend is set to None, the Alpha value is not taken in consideration.

Good luck ~
K
by Kjell
Fri Aug 08, 2008 4:39 pm
Forum: General discussion
Topic: Transparency
Replies: 12
Views: 13826

Hello Chupacapra, Right click on the color property of a Material to open up the Alpha dialogue. Alternatively you can use a ZExpression component to set the Alpha value with the following script. MyMaterial.Color.A = 128/256; In this example the name of the Material is "MyMaterial", and I...
by Kjell
Thu Aug 07, 2008 9:02 pm
Forum: General discussion
Topic: Best Password System
Replies: 1
Views: 4624

Hi slobu, It all depends on how many variables you want / need to store. One of the things I could suggest is to make the "reverse" methods of individual variables dependant on others. For example, you could multiply the lives variable with 2, and subtract the stage variable with that valu...