ultrafop's Forum Posts

  • Heya,

    well... not sure how I'm gonna tackle that to be honest. I have no idea how to inject a developer or version ID into a blitzmax program. Maybe I can ask around...

    In the meantime though..:

    I got in-game screenmode switching working reliably now. Finally! So that means you'll be able to switch between resolutions and between window and fullscreen modes from within your game, just like in any native engine

    This is super exciting . Thanks for working on this!

  • Instead of using the reset global variables, reset them individually (besides number of deaths) upon death.

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  • Ouch! I hadn't considered that. Why would the antivirus even pick up on it? Hmm...

    Good news is, I'm working on a new version that allows communication between BMSwitch and nw.js builds. What that means is you'll be able to set resolutions and switch between fullscreen and window modes from within the game itself! It also means the Launcher.exe becomes a bit redundant, and if that's the only one virus scanners get freaked out by I guess I could just ditch it for the new version.

    Hey, it's because the file isn't listed in Norton's database (I'm using Norton Security Suite) and doesn't have a "track record" of safety (the number of active users is low). It also doesn't like that there isn't a publisher listed. I have a clipboard copy of a readout here. It happens for both the game and launcher executables. I'm not sure whether there's some way to register with Norton or what - or whether this would pop up with other antivirus programs.

    Clipboard copy:

    Filename: game.exe

    Full Path: c:\users\xxxxx\downloads\testbuild\win32\game.exe

    ____________________________

    ____________________________

    Developers 

    Not Available

    Version 

    Not Available

    Identified 

    7/13/2017 at 11:49:55 AM

    Last Used 

    7/13/2017 at 11:50:43 AM

    Startup Item 

    No

    ____________________________

    Very Few Users

    Fewer than 5 users in the Norton Community have used this file.

    Very New

    This file was released less than 1 week  ago.

    Unproven

    There is not enough information about this file to recommend it.

    ____________________________

    Source File:

    winrar.exe

    File Created:

    game.exe

    ____________________________

    File Thumbprint - SHA:

    500eda7ae1dd86f41e533efc953899490f13c2edadac26afd7ec24d0cfbf6f28

    File Thumbprint - MD5:

    d4f9bc072fcc68577a6a0261d8164797

  • Oh gosh... my antivirus deleted the launcher executable haha. That's where my issue was; sorry! It works like a dream! Thanks! I'd definitely be interested in paying for this, especially if you do make a version that runs on linux and OSX.

  • This is interesting and I want to make sure I'm using it correctly. Upon first launch, without changing anything, the game launched in 800x600 with black bars around the image, as though it were cropped (I'm not sure if there's a better way of saying this). I did notice that when I adjust the launch.cfg and the osH/osW to 1920x1080 the game still says "800x600" but it scales to my 1920x1080 without black bars anywhere (I think that what's supposed to happen). Once I set that once, it always reverts to a full screen scaling, even after resetting everything in launch and osW/osH to 800x600.

    I'm on a Windows 7 machine with a GTX 560

  • Gigatron

    Thanks! Very cool effect!

  • I was thinking about this and how useful it could be. I'm wondering if there might be a way to import an image, say of bricks or some other image that we might make ourselves?

  • 1. Mario 64

    2. Banjo Kazooie

    3. Golden Eye

    4. Duke Nukem (multiplayer was so fun)

    5. Star Fox

  • ultrafop

    Can you see the demo now ?

    http://gigatron3k.free.fr/html5/C2/FX/nebulus/

    This is totally weird: I still couldn't see it. Then I went to test another shader that used webgl (Mario cube), came back to this page and it started working.... I have no idea what could have caused that. It is working now though!

  • You could set "on attack finished" to run a function that picks the UID of the attacker and then has a "wait one second" and "play the "attack" animation, making sure the animation is not set to loop. You may be able to do this without a function but that's what comes to mind.

    I'd also set the attack animation to start playing when the variable is one, and not 0, and separate the on attack finished instead of having it be a child of enemy attack = 1.

  • I'm not 100% I understand what you're getting at, but it sounds like the instance you're creating is spawned after dragging and dropping one of these colored objects, is that right?

    I'm assuming you would need to toggle the type of object you're wishing to create (I'm conceptualizing a tower defense style thing here). If that's the case, maybe you can have a variable that changes to the name of whatever object needs to be spawned when you select it. Then, when the colored object is released, it spawns the object with the name of that variable and is destroyed.

    Again, let me know if that's way off base.

  • perhaps your webgl is off?

    Webgl is on in safari. Happens in chrome as well.

  • Hi nice people around the world...

    The original wall sprite is 64x64 .. this one is tiled , after that mapped with hyberbolic function ... the result is nice

    Nebulus tower : https://youtu.be/faPS312Tthk?t=33s

    No need to change the original sprite color ... i ve added r,g,b components for this...

    So what is missing ... platforms.... this need some math but i will see that.. for now

    look the live demo use arrows to rotate tower...

    http://gigatron3k.free.fr/html5/C2/FX/nebulus/

    Regards

    Hey, my tower is a black bar. Nothing really seems to happen besides the clouds moving in the background. Is that what I'm supposed to see?

  • While I'd love to help, I honestly have no idea how to help without seeing the project - since I don't really know anything about the game and a mere description doesn't indicate how you've gone about creating the mechanic. That's part of why I was wondering about recreating the mechanics in a smaller project. That way you can better pinpoint what is causing the slowdown. As mechanics are added, you can test the game on your phone and when the problem is reproduced you've found your answer about where the issue is. Additionally, that would allow you to share the capx with the community for support.

  • Without any capx this is a serious nut to crack.

    Is it crashing on desktop or just the phone (If it's just the phone, have you tried streaming the game from the PC? Intel XKD?) ?

    Have you tried re-making key game mechs in a separate smaller capx to see if the problem persists in that project?

    Can you screen capture (video) your debugging so people can see what's happening?

    In that order.