madster's Recent Forum Activity

  • Though if there were a Linux port you'd be about five inches away from an Android port as well, so two birds down with one stone there.

    Thats very rather true.

    Likewise with the PS3... there is no XNA or XBLIG equivalent.

    There's this thing called PS3 Minis, but I have no idea what the hell is that. Maybe someone can shed light on that? I still believe indie iPhone sales are much, much bigger than indie PS3 sales.

    And you DO need a mac somewhere in the process. Damn jobs. Or at least OSX

    I believe Unity does it like that. Generate the project files, then go find a mac to compile them.

    really who the hell owns a Zune or a Windows phone?

    With all respect to Fresh frijoles and all other kinds of frijoles, I was about to point this out. Windows Mobile overtaking iPhone/Android?

    Unlikely.

    I will eat a small chocolate cake with marzipan topping if that ever happens.

    Yes. It's a crappy bet, but if I'm getting a crushed ego (and tolerating MS in a cellphone), at least I'll have some sugar to wash it down.

  • What I did try was:

    -Get the layer's origin (upper left corner) in the layout's center frame of reference (LayoutWidth/-2 , LayoutHeight/-2)

    -Scale that position according to zoom (0.01*ZoomX*LayoutWidth/-2 , 0.01*ZoomY*LayoutHeight/-2)

    -get the scaled position in the frame of reference of the layer ((0.01*ZoomX*LayoutWidth/-2)+(LayoutWidth/2) , (0.01*ZoomY*LayoutHeight/-2)+(LayoutHeight/2))

    It worked somewhat, but it overshoots... There's a factor I'm missing on Construct's zoom . It seems that zooming doesn't ..... wait.

    I might have it. Will edit this soon.

    EDIT: Got it!!!

    Since scroll rate is zero, it's zooming around the center of the SCREEN, not the layout. So scrolling rate affects zoom. Go figure. Replace LayoutWidth/Height with Display and it works

  • I honestly prefer Towerclimb.

    A game whose main character is a homogeneous blob will always have difficulty maintaining my attention. (I'm looking at you too, Gish)

    My first axiom of game design:

    You know you need help when your game characters are blobs.

  • I suppose there could also be a "During Message" condition that would activate every tick that animation frame is showing too.

    This is what I was trying to say

    Fire an event = send a message. The event is On Message

    Only one event is needed, which fires as long as the frame is on (so that would be "During Message"). Why? because the event system already has "Once while true". ^^

  • I was actually using unbound scrolling

    Using bound scrolling works, but what if your game needs unbound scrolling

    Also, I believe it only works if you're zooming out. If you're zooming in, the 0% scrolling layer would move towards the center, which is within the layout bounds.

    It's not exactly a bug per se... it's a consequence of zooming from an origin different to the positioning origin... I'd like to pick the origin for both per layer anyway

  • Is that Javascript? looks interesting

  • Demand for Unix games is really, really low. When you ask for games in linux forums most people will usually point you to the bundled board games and say "they're pretty good". Linux has never been for the gaming oriented. That said, that minority is very vocal, as Linux has always been comunity oriented.

    Mac on the other hand... too small an install base. I'd rather have consoles or mobile, where you can rest assured your indie games will be looked at (I mean, look at some of the top sellers there!). Then again mobile means like a jillion different platforms. iPhone right now is the biggest (I think) platform with the least variation. Only 3G, 3GS and 4. You aim for 3G which has decent hardware and you get it all, including iPod Touch. Android might be big one day, but it is not yet.

    So.... in order of preference, merely for user base

    console (any) > mobile (iPhone or MAYBE Android) > Mac > Linux.

  • With Display zoom, but I guess it could be any.

    I want to keep the zoom, so setting 0% zoom on the layer is not a solution.

  • I got a HUD layer and when i zoom it in it goes offscreen, any ideas on how to place it properly?

    you may set zoom rate to 0% in the HUD layer along with 0% scroll rate.

    Unless you wanted the HUD to zoom along, in which case you're in the same place I am

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  • Still do post to the tracker. Forum posts get forgotten quickly

  • Hello!

    I haven't given up yet but this is driving me nuts right now (arrrrr)

    Try this for yourself:

    -Make a layout larger than your window.

    -Create a new layer with 0% scroll rate. (place sprites on both layers so you can see something!)

    -Set an event to halve the window size and set zoom to 50 on both axes.

    You should now see that while you can scroll around the base layer normally (you can use center-on-me attribute on an 8-direction sprite to test it), the layer with 0% scroll rate will be static as expected, but it will appear displaced. This is because the zoom happens around the center of the layout, while the coordinates of objects have a center on the upper left corner of the layout.

    The solution is to displace every object in the 0% scroll rate layer on startup. How much to displace them?

    That's what I'm having trouble finding out. What if the zoom is not 50 but something else?

    I'm trying to arrive at an expression to get this, but it still eludes me. I must be overlooking something.

  • weee everyone is coming back

    Sup Deadeye!

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madster

Member since 17 Feb, 2009

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