Arima's Forum Posts

  • Good point, didn't think about animations. Don't know how fast the conversion process is - it might be possible for it to do it in real-time, but I guess there's no way to tell unless someone tries it (or emails the developer).

  • Found one.

    http://physics2d.googlepages.com/

    Video:

    It apparently has a method of converting a bitmap into polygons used for physics.

  • The truth is, technology scares some people. A lot of people. Computers are complex, and a lot of 'casual' users don't know anything past the basics. The instant they read: "A required DirectX component, 'd3dx_30.dll', was not found." What's a .dll?! Yikes! Cancel. They don't want to screw anything up. For that matter, a lot of people who play casual games and such don't even know what direct X is.

    We're developers and most of us have probably been tech-savvy most of our lives, so it's easy to not realize just how nervous the general populace is about computers.

    As such, I would recommend close to what Attan suggested, so the box says: "Your version of DirectX is too old, click update to download the newest version." And a button named "More info" with all the technical details.

    I'm not sure if 'update' is better than 'OK', but either way that sounds completely harmless and obscures the technical information that might scare them away. They know 'more info' is for advanced users, and that they don't have to know what it is - otherwise it would be displayed in the main message - and they don't need worry about the details.

    It also makes the solution seem easier - they don't need to know what a .dll is, they just need to click that update button, which will update direct X - whatever that is - which will let them play. What's more, is it makes it seem safer. "Oh, I already have direct X? Well, updating it isn't any trouble, then."

  • Another feature request - a way to make physics objects ignore certain objects, and other instances of itself. My computer (A P3 600mhz) can handle a lot of physics objects easily, it's when they start stacking that it impacts the performance. By having them able to not collide with one another, stuff like debris becomes very easy to make, looks great, and doesn't cause too much of a performance hit with lots of stuff onscreen.

    I know I asked for this one a while ago, but I wanted to make sure it wasn't forgotten.

  • Good point

  • You can already do this with events. try:

    if angle is greater or equal to 90

    if angle is less than 270

    Rotate clockwise 1 degree

    if angle is greater or equal to 270

    or

    if angle is less than 90

    rotate clockwise 1 degree

    That should work. You might have to use three events instead, with:

    angle less than 90 and greater than or equal to 0 -> rotate clockwise 1 degree

    and

    angle greater or equal to 270 and less than 360 -> rotate clockwise 1 degree

  • Yep, they happen every time. I'll try to find what exactly is causing them and then send you the .cap. I've got one temp.exe crash narrowed down, and I'm about to post it to the bug tracker.

  • I second the above post

    Alas, this version is a lot less stable for me. The game I'm working on won't run at all anymore, and even crashed when saving!

  • Getting music to fade should be easy with events. Use a variable for the volume and modify it as necessary.

    If variable 'volume' is greater than x (x=desired volume) then subtract amount*timedelta from variable 'volume'.

    Amount is how much you want per second. 100*timedelta will go from 100 to 0 in 1 second. 50 will take 2 seconds. If variable volume is 0, stop playing.

    You can use a second variable to affect the amount, though that gets a little tricker.

    Admittedly, my sound card isn't working, so I can't test it. But it should work in theory.

  • I'm not sure what you're asking. You can modify the collision area though by making another sprite, making it invisible and always setting it to the paddle's location.

  • I guess I spoke too soon - the events I'm making sometimes aren't running, and I don't know why. If that set timer action would still be possible, I'd really appreciate it.

    Edit: Stupid post, they were running, reason was my fault.

  • I had tried making my own timer, but kept running into reasons why the conditions wouldn't work - but I just realized a way to make it work (forgot about that handy 'trigger once' condition!). I guess I don't need that feature after all (tho it would still be handy). Either way, thanks!

  • Would it be difficult to implement a 'set timer' action? The shooter I'm working on uses timed events extensively, and there are parts where I need to basically pause the timer (set it to a value every frame). That would be very helpful for branching paths, too.

  • BTW, I forgot to mention a workaround is to use a private variable instead.

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  • That's my point. Sorry I miscommunicated. Instead of:

    When sprite1 overlaps sprite2

    +Sprite2 animation = "1" = destroy Sprite2

    Try

    When sprite1 overlaps sprite2

    +Sprite2 animation = "Animation" = destroy Sprite2

    You're correct, it's a bug, I meant to explain it - that construct always reports the animation name as 'animation' which is why the event doesn't work.