RayKst's Forum Posts

  • It's basically a texture enlarge instead of rescale. It would be done internally in the engine. If you have a npot texture with size 37x37 next pot size would be 64x64 . So in enlarge this difference of 37 to 64 would be transparent. So the original texture is made pot but maintaining its aspect. I've implemented it once in OpenGL . Don't know how it would work in WebGL.

  • Another solution other than stretching the texture is creating a new texture with the next pow2 size and plotting the old texture bitmap into it. Then reuploading to video memory. Technically it doesn't works exactly like this but you get my meaning. Any way video memory usage will increase.

    Info : http://www.khronos.org/webgl/wiki/WebGL_and_OpenGL_Differences

  • I'm also interested in a solution for this. How to make the dragging so it appears that the object is bound to the mouse by a rubber band ? That's how it works by the way in all physics examples i've seen. If you simply apply a force towards mouse it doesn't works since the object flies towards the mouse point than passes it than flies towards it again than passes it and so on. I'm sure there's an easier way to do this. The above example unfortunately doesn't work as expected.

  • Well in some situations text may be rendered bellow something like text fade effects, star wars text effect etc. But it depends of how you're doing it.

  • Oh, ok i realised how the plugin works. That's ok for now. The problem is that the font image must be pre prepared ?

  • Well yes i had a look at it. But the problem is: How do i import a ttf font ? Is it possible ?

  • Yeah that's amazing. There's only one problem unsolved : Text. With a WebGL renderer and a canvas renderer i think the only solution is texture based fonts. Problem is to make it so it works the same in Canvas and WebGL. Other than it it's all perfect.

  • Great list. Just sumarized it all. If 50% of it get implemented C2 will be much better :D Just put tile based editor too and that's it.

  • Glad that i was of help. Well the link problem must be a forum bug since i used the Insert Hiperlink button.

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  • See if this is what you want : http://dl.dropbox.com/u/2472278/Files/MultiSpritePossibleSolution.capx

    Basically you had some problems with loop arrangement , use of trigger once etc, and mainly you had to save the torso UID on their legs to refer to them later. I also changed the movement with Bullet, to a move at angle calculating the angle between the player and the enemies.

  • Nice example. But the idea is to make his movement as "Mario Style" as possible. So the movement "damping" must be high. I don't know what other paramaters to tweak though.

  • Your post makes no sense, and showing off your stuff makes no sense either. Sorry i couldn't hold myself

  • That's great news. For a good range of game types 40fps is more than enough. It's getting there :)

  • Ahahaha... wait, what? :D

  • God if only webgl would be globally accepted :( Flash is better right now in 3D on the browser no doubt. Proof is that Unity already exports to it and stuff.