Ashley's Recent Forum Activity

  • Yes, you can 'set ignoring input' to enabled for the platform behavior you don't want controlled.

  • Download 0.99.2 now! (unstable)

    Link to 0.99 changelog

    This build fixes some of the bugs introduced by the 0.99 release. If nothing serious is found with this release, it can be marked stable, but until then it should still be treated as unstable.

    Known problems

    Any conditions involving controls in the Mouse & Keyboard from 0.98.9 or earlier won't work until you double click to edit them, then click Finish. This is because a new parameter was added to it since 0.98.9, and it will display as %1 until you do that.

    Update 25th May 2009:

    Rotating layers can result in objects disappearing. This is fixed in the next build.

    Changelog

    Behaviors

    • [FIX] Physics not working properly
    • [FIX] Platform teleporting near walls
    • [FIX] RTS movement: waypoint actions didn't set object moving
    • [FIX] Typos in Ball and Platform
    • [FIX] Car movement: 'On bounce' not triggering
    • [CHANGE] Bullet: 'On range exceeded' can trigger again after using 'set range'

    General

    • [FIX] Old .cap files now have a default object folder added, fixing some problems
    • [FIX] Links in behavior properties are hidden when multiple objects selected (IDE crashed if one of these links was clicked)
    • [CHANGE] Removed redundant resources bar button from ribbon

    Plugins

    • [FIX] Sprite: 'Spawn object' action crashed if specified layer/object didn't exist
    • [FIX] Canvas: drawing a line went to wrong coordinates
    • [FIX] Image manipulator: crash copying to/from sprite/canvas
    • [FIX] Minimap: draw terrain didn't work

    Runtime

    • [FIX] Errors in rotation and collisions
    • [FIX] Accuracy of 'every' events improved.
    • [FIX] Fixed framerate mode no longer accelerates after recovering from a slowdown
  • No, I don't think you can do this with the SDK yet.

  • Yeah, fair enough. True blurs can be done faster by downsampling, blurring the smaller image, then linear filtering the small image up to the original size again, but the rendering engine in the runtime can't support this right now - it'll be included in 2.0 though.

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  • Wow, that's beautiful... loving the trees and parallax

  • These are a good idea - but your algorithm is wrong, it's not a true blur. What it's really doing (and it's obvious from the shader code that it does this) is additively blending a set of offset images. This looks like a blur for low radius values, but doesn't work for high blur values. If the sampling points are more than one pixel apart, then a kind of stepped shadow becomes visible.

    <img src="http://www.scirra.com/images/blurs.png">

    This is why I haven't added variable blur radius to the existing blur horizontal and blur vertical: if the blur value goes too high, you get shadowing, and if it goes too low, you're sampling the same pixel more than once, which is inefficient. A true blur has to take in to account every single pixel over a range.

    They're still useful though, and something like Motion Blur would be cool to adapt in a way like Blur Horizontal works

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  • The Tools subdirectory of the install path. (edit: ninja'd)

  • Sounds like a bug, submit a tracker item for it.

  • Huh... weird, that was definitely added to the code, but it didn't seem to get included in the 0.99 release for some reason. Should be in the next build.

  • It's just a handy helper function to do the math Mipey posted for you, so in the case of moving 50 pixels right or moving 50 pixels at angle 0, they're identical.

  • Persist files don't just save the state of the UI, they save which layouts/event sheets you had open when you last used the .cap. If you turn them off, .caps will only ever load the layout editor for the first layout, which can be annoying.

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Ashley

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