Schoening's Forum Posts

  • There's no problem in recreating the GUI objects on each layout.

    Oh yeah i know :p

    That's the point, with different layouts i might be able to reuse more Sprites.

    But i was not sure if changing the layout or something else is best for the performance.

  • Ok :p

    Changing Layout = Bad and Good... xD

  • H???? <img src="smileys/smiley5.gif" border="0" align="middle" />

    I make a Menu.

    If you press a Button, it will move you to another Menu Screen.

    Better with Layout per Menu Screen and (move to layout)   or by changing the layout by for example   Make visible / invisible or Move stuff arround

  • Just a Resource comparison question.

    I am making a Menu.

    What is faster, making each button move to a new Layout. Or changing the Layout on Button Pressed ?

    Edit:   I would think Making new Layouts if Faster and Better because then i don't have to import so many Sprites for every Button

  • Real time rendering yes. It is insane :D

    From 1Frame per 30 sec to up to 2000 Frames per second :D

  • SSSS or SSS? = Separable Subsurface Scattering

    Wired article here.

    You might be on to something there <img src="smileys/smiley1.gif" border="0" align="middle">

    Ive also looked at that article be4 though.. but i think i made the name assumption from that before there was this Seperable Subsurface Scattering. There was just Subsurface Scattering.

    Subsurface scattering or SSS

    And since this new one is called Separable Subsurface Scattering. I added one more S for the Separable.

    My bold guess is that Wired writer did a mistake <img src="smileys/smiley17.gif" border="0" align="middle">

  • You make mistakes !?

    Thanks for the example ^^ i am not 100 % sure which one i am going to use.. Still gotta decide what looks better.

    But now i have options :)

    Edit:

    Oh yeah and thx for telling me that with Delete using more power.

    +

    OMG SO MUCH SYNTAX I DON'T KNOW YET !

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  • <img src="smileys/smiley23.gif" border="0" align="middle" />

    Yeah.. :P

    Cool stuff though, but i want my game to be Multiplayer anyway, so it is not that important :)

  • The Sprites are not the ones i am going to use, i know some are to big, but that i don't care since it is working on my PC.

    However i can see how that might upset a programmer who is more neat and tidy that i :)

    Thx for the Clean up and the Links, i will look into them.

    However.. 1 thing in your fixed .capx that is not working, and another one that just seems like a very bad idea:

    The thing that is not working is the Scroll to Mouseclick is just giving HUGE jumps. Thus it looks sh*tty <img src="smileys/smiley17.gif" border="0" align="middle" />

    So i think i have to use some kind of scroll to Player.

    The other thing that bugged me is how you changed the "Target" Sprite.

    You create "Target" Sprite at Mouse.X/Mouse.Y

    set Visible. and after 0.3 you set to Invisible.

    Perhaps i am wrong. But invisible does not mean Destroy.

    So what happens is that there will be created tons and tons Invisible Sprites..

    Correct me if i am wrong and Invisible is destroying the Sprite :). ALSO   why was:

    create sprite at x,y wait 0.3 sec   destroy sprite    

    not good enough?

  • This is awesome ! <img src="smileys/smiley29.gif" border="0" align="middle" />

    Can't wait to see it :D

    My question is how much of the events do i have to write around the Multiplayer plugin.   

    Let's say: Bulled Impact Kills Player.

    Is that enough or do i have to write that with your plugin ?

    Multiplayer.Bullet Impact Kills Player.

    ? :o

    Good luck with the development :D

  • Posting your capx would help us help you.

    Here you go !

    There is not much added since i am still reading on what to do :)

    MY concern is that if: Mouseclick object(ui) =/ then Move Ship etc..

        

    What if the object(ui) is behind a object(button) ?

    Woulnt that mean that Mouseclick object(ui) =/ is true? Even though it is still not in the playable area?

    And can't i avoid that problem by Mouseclick object (Family Ui + buttons + etc.) ?

    I like brainstorming.. i could just trial and error it <img src="smileys/smiley1.gif" border="0" align="middle">

  • Try adding an inverted "mouse is over object" condition at the start of your movement control events. That way the movement control events won't trigger unless you're on viable play area.

    Thx   <img src="smileys/smiley2.gif" border="0" align="middle" />

    What about when i place a Button on top of the UI ?

    Is the Mouseclick NOT on UI still apply ? or do i need a Comparison for every Button on top of the UI ?

    If so, i suppose i can just create a Family for the Buttons and UI and make MOUSECLICK NOT on FAMILY UI

    .. right?

    (Yes i bought it, so i have familie feature <img src="smileys/smiley1.gif" border="0" align="middle" /> )

  • I guess the "Spells" are the big gray blocks.

    You know then that when mouse cursor is not over a gray spell block, than it is in "playable" area.

    No that is just a ugly ui where the Buttons will be placed upon <img src="smileys/smiley36.gif" border="0" align="middle" />

    But it does not matter i guess

  • Ah Also, instead of "SCROLLING" the ship i want it to be in the center of those Mouse Parameters. Or the "Playable area"

  • I could add "bind to object at point" as an action, but that would be deprecated by the container feature.

    I'll resume working on the turret behavior on monday, and I'll see if I can add something to the extension or code a "hardpoint" behavior that attaches objects to other objects (while keeping angles relative)

    Meanwhile keep this topic updated, my goal is to have the turret behavior be able to do everything you want.

    FSM bless you     <img src="smileys/smiley4.gif" border="0" align="middle" />

    Thanks for the help! The thing i was trying that was impossible was to change the behavior stats to something else than Numbers.

    I don't know if that is possible to change, but it would be nice if i could set the Heading towards an angle and other syntax.

    Example:

    Heading - Ship.Angle

    Arc     - 45