YetAnotherSuperhero's Forum Posts

  • Ok. That raises a question, 'cause I've never worked with a hash table, and I am currently using INI to store items (engines, weapons, etc.) and would like to be able to add more items for modding purposes or expansions after development.

    So... Is there an easy way to load an ini with multiple groups into a hash table or Is it something I'll have to work out?

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  • While I'm waiting for 1.0 to come out and work on my project in earnest, I thought I'd get some questions out of the way.

    My game will need to keep track of a bunch a variables, some fixed and some variable (a variable variable, I get it!) and I'm wondering for the fixed vaiables would it be best to load them into the sprite's private variables or constantly read an INI file to get the value? I'm talking about a couple dozen private variables (weapon strength, engine speed and acceleration, etc.)

    If it's in a private variable, then I would think it'd be more efficent because it'd be in RAM versus the INI being on the HDD.

    Any info?

  • No, any file iload into it.

    It's pretty bad.

  • Does anyone else have this problem? When I tell XAudio2 to load a file into a channel then play it, I get a "clicking" sound or "popping" sound. It does this on my two computers.

    Anyone?

  • Hey, is it at all possible to play either a single Midi note and generate a sinewave tone using XAudio? I know I could make a wav file of a sinewave and play it, but I need to change the frequency but not the length.

    Many thanks.

  • Hey, I'm making a beam weapon and it's length needs to be rather long 10000+ pixles.

    And it's needs to cut down it's length if it hits an object.

    I can do this: collision with blah blah: set width to distance(x1, x2, y1, y2) etc.

    The problem is when it is a near miss the frame rate chugs down to less than 1! I know, my laptop, not a gaming machine.

    But I was wondering if there was any better way to do it. Angle detection or something. Any ideas?

  • yeah, I can't get to it tonight but I'll get it up.

    thanks

  • Hey, I'm making a beam weapon and it's length needs to be rather long 10000+ pixles.

    And it's needs to cut down it's length if it hits an object.

    I can do this: collision with blah blah: set width to distance(x1, x2, y1, y2) etc.

    The problem is when it is a near miss the frame rate chugs down to less than 1! I know, my laptop, not a gaming machine.

    But I was wondering if there was any better way to do it. Angle detection or something. Any ideas?

  • Hey, I don't know if this is a shader effect, but does anyone remember the game driver? and how when the game was nighttime the lights would trail? Would that be possible for a shader effect?

  • dkdoom! Thank you! that's exactly what I needed. Awesome!

  • Yeah, I can't use an image point because I'm loading sprites from an external file, and the image points would change for each picture. So I need to figures this way out.

  • Hey all,

    How would I go about attaching the blue circle to a corner of the rectangle? While not using an action point.

    If i change the X to something different then the Y it sorta free floats.

  • Okay, that's on the tracker.

  • Okay, that'd be awesome if it could be fixed.

  • Hey, I don't know if this is a bug or if this was always like this. But if I load a PNG into a sprite during runtime and zoom out, the linear filtering looks a lot more harsh than if the same image is used internally.

    I looks like the linear filtering merges into point the more you zoom out.

    It sorta screws up my plan.

    Is this new or was it always like this?