Ashley's Recent Forum Activity

  • Jayjay's right, have a look at the 'RTS basics' template. That should get you started.

  • Due to recent sustained wiki vandalism (no prizes for guessing who's behind it folks), for now we're using approved-only editors. If you wish to have edit access to the wiki, please leave a post here mentioning your wiki username, and I can grant you edit rights.

    Thanks!

  • You should be able to see Solids and other attributes in object parameters, so you can set up an 'Object overlaps solid' type event.

    As for 'point overlaps point', a point is just a co-ordinate with no size or dimension. Two points can only be said to overlap if their X and Y co-ordinates are identical. Due to rounding errors, you might want to round the coordinates to test if they overlap to pixel resolution.

    In other words, you can use compare values like so:

    + Round(x1) equals Round(x2)

    + Round(y1) equals Round(y2)

    -> Points (x1, y1) and (x2, y2) overlap

  • when I delete the "always" condition and leave the field blank, it doesn't do anything to the event, and when I run it, it works exactly the same either way.

    From Conditions on the Wiki:

    [quote:3ifawsp1]Blank events

    It is possible to remove all conditions from an event so it has an empty condition area. In this case, it means the same as Always: whenever this event is evaluated, it immediately runs the actions and tests the subevents. This can be useful if you have an event with lots of subevents, and you want actions to be run after all the subevents have been tested.

    It's worth mentioning putting an event as a subevent to an empty Always (or blank) event has no effect, because the parent event does nothing.

  • I've fixed this bug for the next build, so Family[Movement].Expression expressions will work. Just need to add families to the object panel...

    Now if construct had point overlaps point, I'd be set.

    Do you possibly mean the 'Object overlaps point' system condition?

  • Work out a way to contact each other in private other than the PM system if somebody has turned it off, please.

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  • eccept the slo-mo

    Did you know timescaling was added in 0.96? If you set the time scale to 0.5, your game runs half as fast - providing you use a built in movement, or your custom coded engine uses TimeDelta. And it's perfectly smooth. Your engine seems to wait an amount of time between moving the player - using timescaling, the object would be moving smoothly across the screen instead of 'stepping'.

    Oh - and that's not a true motion blur by the way, like the built in one that effect is called frame feedback.

    Not trying to bully you but just pointing out differences between your engine's features and the built in ones! You've definitely got a solid platform movement there

  • It's a good idea, but I think its fairly low on the priorities list. As mentioned, you can use other graphics editors to pre-process your images for the time being, so we're probably better off spending our coding hours on bug fixes and such, but it'd make a nice addition for post-1.0. By the way, some effects can't be used in the picture editor (like Additive and all other blends, because there's no background image when you're using the picture editor).

  • You could use a For loop and a Text object with numbers like:

    1,7,19,257,380

    then:

    + Always

    : Set global variable 'found' to 0

    + For "i" from 1 to numtokens(Numbers.Text)

    + Private variable = int(gettoken(Numbers.Text, LoopIndex))

    : Set 'found' to 1

    From this point on, you can check the global variable 'found' to see if it matched.

  • I don't think using cubes (textures off) actually runs any faster: the bottleneck is almost certainly the number of vertices being sent to the GPU, so using a texture won't actually make performance any worse - just reduce the idle time of the GPU. The reason it is off by default is because originally the particles object didn't support textures, and by default I made it act like it did before (ie. drawing squares). Maybe I should make the default use a texture?

  • Cool, hope you get better soon. Just think of how many bugs must have been fixed since you've been gone!

  • Nice use of Fade

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Ashley

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