Search found 1881 matches
- 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: 15532
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: 8920
- 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: 15532
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: 13943
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: 10375
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: 5238
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: 13824
- Sat Aug 09, 2008 1:09 pm
- Forum: General discussion
- Topic: Transparency
- Replies: 12
- Views: 13824
- Fri Aug 08, 2008 4:39 pm
- Forum: General discussion
- Topic: Transparency
- Replies: 12
- Views: 13824
- Thu Aug 07, 2008 9:02 pm
- Forum: General discussion
- Topic: Best Password System
- Replies: 1
- Views: 4624
- Wed Jul 30, 2008 6:16 pm
- Forum: General discussion
- Topic: I have passed my worst exam!!! :)
- Replies: 1
- Views: 3866
Hello Francesco, Congratulazioni! Looking forward seeing you pop by the IRC channel ( #ZGameEditor on irc.esper.net ) even more frequently :wink: And perhaps Ville could add a Off-Topic category to the Forum so that the General Discussion section doesn't get polluted with non-ZGE related posts? K Ed...
- Mon Jul 28, 2008 6:50 pm
- Forum: General discussion
- Topic: RSI
- Replies: 6
- Views: 7358