madster's Forum Posts

  • mm runtime crashes for me. Too bad.

  • my tablet didn't get a context failure error, but an array out of bounds error.

  • I played it and decided to put it on hold until I'm drunk.

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  • sure. it seems to be all numbers. lay out the design, then go trough some tutorials to figure out what you'll need and how to go about it.

  • the sprite is still created there, only the image it holds is completely transparent.

    Click on the object bar entry that was created to select the sprite. You can delete it from there.

    Double-click on the object bar to reopen it so you can edit its image.

  • Which may be to do with the fact that the PM counter at the top will reset to 0 the second you refresh or change the page after it displays how many PM's you have.

    MY GOD

    And people wonder why I hate PHPBB.

    So anyways, I'll continue via email. Thanks =)

  • Platforms now work flawlessly. Though i'm curious as to how it will work on other people's computer.

    you may check "fixed framerate" and try different numbers here. It's good practice.

  • hmmm this is probably the culprit

    if packetExtents[1] is not None:[/code:2zy9ahg1]
    Now, if packetExtents is empty, that probably means my tablet is not supported or something like that.
    
    dunno. I don't really know python nor Wintab. I just got excited about having support for my tablet
  • I was reading this

    http://www.scirra.com/forum/viewtopic.php?f=7&t=5641&start=0

    And did some testing and wound up with a fully fledged scanline effect.

    Woops.

    EDIT:

    Parameters:

    number of shown scanlines

    width of scanlines (as coverage %)

    intensity of the effect (0% intensity is invisible, 100% means black lines)

    There's no offset control because I didn't feel it would be useful.

  • Coordinates in the runtime go from 0 to 1, from top to bottom and from left to right of the screen.

    In the Editor, though, this is from the edge of the EDITING WINDOW, not the layout, so effects get different coordinates.

    That said, you are testing for an int result of a modulus

    so if you were thinking integer pixels

    vpos=0 -> vpos%2 = 0, darken
    vpos=1 -> vpos%2 = 1, ignore
    vpos=2 -> vpos%2 = 0, darken
    vpos=3 -> vpos%2 = 0, ignore[/code:1wmitvxv]
    
    but the shader is fractional
    [code:1wmitvxv]
    vpos=0 -> vpos%2 = 0, darken
    vpos=0.3 -> vpos%2 = 0.3, ignore
    vpos=0.7-> vpos%2 = 0.7, ignore
    vpos=1 -> vpos%2 = 1, ignore
    vpos=1.2 -> vpos%2 = 1.2, ignore
    vpos=1.7 -> vpos%2 = 1.7, ignore
    vpos=2 -> vpos%2 = 0, darken[/code:1wmitvxv]
    
    As you can see, depending on the size in pixels the effect will look very different.
    
    I recommend the following test instead
    [code:1wmitvxv]if(vpos%2 > 1)[/code:1wmitvxv]
    ALL THAT SAID.... yeah, the diagonal line shouldn't be there at all, and the scanlining should be regular, so yeah it looks like a bug in effect coordinates.....
    
    MORE TESTING REVEALS that this effect only happens when there's more scanlines than physically possible (half the vertical resolution). Why? no idea, but while testing, I ended up writing a full scanlines shader, so here it is.
    
    EDIT: Posted as addon: [url]http://www.scirra.com/forum/viewtopic.php?f=29&t=5643[/url]
    you may change number of shown scanlines, scanline width and intensity of the effect. No offset, because I didn't feel like it.
  • This is probably a job for The Pythons

  • I never got my reply

  • this is probably down to what Vrav mentioned earlier about hard-coding it for 1024 pressure levels (I think my tablet is 512).

    this sounds very plausible, as python didn't complain about any missing files or definitions

  • Awesome, this will be really useful somehow, I'm sure >_<

    At least, this is very used with networking so yeah. Put it in the finished addons page!

  • The problem is that RTS movement behavior does not have collision checking, so the enemies' sprites overlap each other, as well as the player

    You should check the "Solid" attribute on both player and enemy sprites.