linkman2004's Recent Forum Activity

  • I'm guessing you're using the tiled background object for your tiles. If you use those for individual tiles, you'll always get lines between them on linear sampling, so it's best to use sprites for that purpose. Also, you should only use power of 2 textures with the tiled background object, eg: 32x32, 64x64, 128x128, etc...

  • Thanks, guys.

    Mipey - The test value is something I forgot to take out.

    deadeye - I whipped up a new version real quick. It adds a new action to rotate the bones the opposite way: IK Solving Plugin 1.1

    newt - I haven't noticed anything like that. Could you put up a CAP? Unless, of course, you're just using the example one I put together.

  • I'm pretty sure somebody asked for this before(Quazi, I think), and so here it is. I was needing something to test out my crappy C++ skills on and this seemed easy enough.

    Anyways, what this does is does all of the fancy math for you when solving a triangle to use for IK applications. It consists of only one action, which is "Solve IK". In the action, you specify two sprites to act as bones and one to act as a control point. The bones will automatically be rotated and positioned accordingly(the second bone will even position its self to the end of the first bone automatically). Just make sure that the hotspots on your bones are on the far left of the sprite or things might work funky. Also, it's approximately 30% faster than doing it manually.

    And, without further ado, here it is:

    IK Solver Plugin

    So, be sure to leave feedback. If you want some more control over a specific aspect or want something added, don't forget to let me know.

  • That indeed fixed those problems, so now I just get a bunch of errors related to CString and related nonsense.

  • The expression for the X velocity is: Sprite[Platform].VectorX

    To compare that, you want to use the "Compare" action under the System object.

  • Since there were apparently 111 errors( ), I just uploaded the build log.

  • Holy crap, that's awesome. I didn't even know that existed.

  • Sweet, I can work on my game from the future again.

  • I'm homeschooled, so I'm not sure what kind of hoops I'd have to jump through to get a Dreamspark account.

    Anyways, I commented out the ATL includes, but when I try to build the plugin the compiler comes up with about 50 errors in Quadrilateral.hpp.

  • Any chance an ATL free version of the SDK could be released? ATL is excluded from VC++ Express, so I can't build any plugins.

  • I managed to make a work around for those with cards that only support regular PS 2.0, but it uses two shaders instead of one. The first one, "TPHUE Convert" converts the RGB values of an image into HSL, then the second one, "TPHUE Change Hue" changes the hue and converts the values back to RGB. They HAVE to be in the order specified, otherwise you'll get some funky results.

    Two Part Hue Shader

    NOTE: Only use this shader if you're card doesn't support PS 2.0a. If it does, use the already linked to shader.

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  • It looks like neither of you two's video cards support PS 2.0a. I couldn't use regular 2.0 because it didn't support enough math operations to do the RGB-HSL-RGB conversions. Sorry. You would need a GeForce FX or higher graphics card. If I can find a simpler way to do the conversions, I'll update the shader.

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linkman2004

Member since 15 Jan, 2008

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