Search found 2277 matches

by VilleK
Tue Mar 04, 2008 12:40 pm
Forum: Your projects
Topic: graphics and sound demo,.
Replies: 1
Views: 5311

Very nice, trippy and meditative with interesting use of sound. The trouble with a video-settings dialog is that it requires a lot of low-level win32 programming, and even then it will probably add some kilobytes to the final exe. But I have wanted this feature many times myself so I may do some res...
by VilleK
Mon Mar 03, 2008 7:42 pm
Forum: General discussion
Topic: Feature requests?
Replies: 65
Views: 80778

Hey Kjell, with all your requests flooding in maybe we really should set up a wiki for this as you originally suggested ;) . Seriously your suggestions are all very good and realistic, so thanks for taking time to write them. Even if I can't implement all of them myself, perhaps more developers can ...
by VilleK
Mon Mar 03, 2008 7:34 pm
Forum: General discussion
Topic: Auto center model
Replies: 16
Views: 19182

Strange. That shouldn't happen. Can you please upload or email a model which illustrates this problem? Are you sure it is exported correctly? As mentioned elsewhere the easiest way to test your model is correct is by importing it back into the program you exported it from. By the way Kjell, are you ...
by VilleK
Mon Mar 03, 2008 2:21 pm
Forum: General discussion
Topic: Switches
Replies: 2
Views: 5142

Nope, not implemented sorry. You need to use multiple if-then statements instead. ZDesigner use a standard component for syntax highlighting with the syntax from C++, so the highlighting is not 100% correct for the Z-expression language.
by VilleK
Sun Mar 02, 2008 3:38 am
Forum: General discussion
Topic: Feature requests?
Replies: 65
Views: 80778

Re: collisions, multi needed!

So however I define the power-up, when it collides with the player,. . poof its gone.., You have the Application.CollisionCategory property which holds information about which category the model collided with. So if you have separate category for enemy-shots and powerups then you can test this prop...
by VilleK
Sat Mar 01, 2008 6:05 pm
Forum: General discussion
Topic: Feature requests?
Replies: 65
Views: 80778

Perhaps for now you can add a CollisionStyle: "none" option to save some computing time on Models that don't need any collision? Or is this automatically skipped when no components exist in the OnCollision state? Collision tests are only made between models with the Category-property set ...
by VilleK
Sat Mar 01, 2008 4:02 pm
Forum: General discussion
Topic: Feature requests?
Replies: 65
Views: 80778

Kjell, all your suggestions are very good. I'll see what I can do for next release. About collision handling I'm aware that the current implementation is not sufficient. At the same time I'd rather not make changes that breaks backward compatibility with existing projects. Information about the coll...
by VilleK
Sat Mar 01, 2008 2:53 pm
Forum: General discussion
Topic: Help with textures
Replies: 13
Views: 15466

Hmm... I thought the "invert normals" would solve this. A good thing to try is import your 3ds-file back into your 3d-modeling program (or another modeler). If it doesn't look ok then the problem is in Anim8or's 3ds-export. A complication to the above suggestion is that ZGE does not import...
by VilleK
Sat Mar 01, 2008 2:43 pm
Forum: Your projects
Topic: Loose Pixel POW- 3d invaders w/ a catching pods gameplay.
Replies: 25
Views: 33933

Pretty cool, I need to post a screenshot of this also. And it's difficult :) . I did manage to clear the screen after a few tries.
by VilleK
Thu Feb 28, 2008 2:55 pm
Forum: Your projects
Topic: Loose Pixel POW- 3d invaders w/ a catching pods gameplay.
Replies: 25
Views: 33933

Nice! I like the warped background and the ambient sound effects. I'm impressed :)
by VilleK
Wed Feb 27, 2008 5:32 pm
Forum: General discussion
Topic: Help with textures
Replies: 13
Views: 15466

Yes it was a problem with normals. Try downloading the 1.7.3 version and use the new "Invert normals" checkbox to import your model again! About the textures: Create a Bitmap with a BitmapFromFile to import the textures. Then create a Material for every texture and connect with the bitmaps...
by VilleK
Wed Feb 27, 2008 5:26 pm
Forum: Releases
Topic: ZGameEditor 1.7.3: Bugfixes
Replies: 0
Views: 17258

ZGameEditor 1.7.3: Bugfixes

Changes in 1.7.3 version: * New: New checkbox "Invert normals" in import 3ds-file option dialog. Try this if you have a problem with models appearing translucent after they are imported. * New: "PI" is now a predefined constant in ZExpressions. * Improved: Ctrl-Up and Ctrl-Down a...
by VilleK
Tue Feb 26, 2008 7:13 pm
Forum: General discussion
Topic: Help with textures
Replies: 13
Views: 15466

If the 3ds seems translucent then this might be because of a problem with the 3ds-file import function. It seems that some 3ds-files have the triangles in reversed order which makes them have their normals inverted in ZGE. If you want I can take a look if you zip the 3ds-file and post here or email....
by VilleK
Mon Feb 25, 2008 6:51 pm
Forum: Your projects
Topic: Space Fortress Z - a simple game with .zgeproj source file!
Replies: 5
Views: 11022

Hey this is cool and pretty polished, the best user generated content for ZGE yet! And you have really got some cool sound effects. :D The only thing I can think of improving is using a bitmapfont instead of the built-in. The built-in font isn't perfectly implemented in ZGE, so when I run your game ...
by VilleK
Sun Feb 24, 2008 12:38 pm
Forum: General discussion
Topic: Open Wiki
Replies: 2
Views: 7744

Hi Kjell, Thanks for your suggestions. An open Wiki for changes is probably a good idea to keep things more organized, so far it has been possible to manage things on the forum but if post count increases I will move it to the wiki. Camera settings: I've been meaning to add this for some time so it ...