R0J0hound's Recent Forum Activity

  • Create a text object and add an event "start of layout: set text to renderer" and see if it says webgl. If it says canvas2d can you run any other webgl shader demos from around the internet from firefox?

  • My post was about just modifying the group "grp_TilingPieces". Your event elsewhere that moves the sprites with delta time is correct.

  • Well I'd go with chrome for your testing for now.

    The computer I'm on right now has a very old graphics card so webgl shaders don't work at all. It only support opengl 1.4 and I think you need support for at least opengl 2.0 to get shaders working in the editor.

    It is probably falling back to canvas2d in firefox. You could try setting "webgl.prefer-native-gl" to true and see if that works. I imagine it will if the effects are working in the editor.

  • 0. It serves no purpose atm.

    1. It rounds drawing to the nearest pixel as (as opposed to fraction of pixel drawing)

    2. Everything but off is on, you have 4 ways to try.

    3. Just what it says. It's higher resolution or something. Google it.

    4. Like most of these you can get an idea of what it does by experimenting. Linear makes re-sized images smooth, nearest makes them blocky.

    5. Click on it in the editor and read the description for it on the bottom of the screen.

    6. Useful when using draw effects (or blend modes in r100+).

    7. It's a factor that allows that layer to zoom more or less when you zoom it in game.

    8. It allows you to visualize your layer settings in the editor as opposed to only in game.

    9. K3Wl lAnGuag3

    10. No idea. Perhaps it helps in the creation of a custom translation.

    11. You can add files that you can access with the AJAX object.

    12. Do a test to see what the difference is from the other modes. There are also example capx in C2's install folder.

    13. I believe it makes to object move in the opposite direction if it's moving.

    14. It's used in stepping mode for more precise collision detection.

    15. In the add action dialog click on them and read the descriptions at the top of the dialog. You can do the capx yourself and note any differences.

    16. Think zig-zag.

  • Perhaps webgl is not enables in ff on your computer?

    To turn it on:

    Go to address about:config

    type in webgl

    set "webgl-force-enabled" to true

  • The overlapping condition only compares against the picked objects and it also does picking. So the second overlapping condition only compares against the objects that were already picked by the first overlapping condition. You can fix it by putting a "pick all" condition between the conditions, or doing it a different way.

    Here is a different way:

    http://dl.dropbox.com/u/5426011/examples14/bitwise_tiles.capx

  • Perhaps this will help:

    http://www.scirra.com/FORUM/wrap-alignment-issue_topic54943_post343000.html?KW=warp#343000

    More specifically do this:

    spr_Mountains x<=-768

    ---- spr_Mountains: set x to self.x+768*2

    TiledBackground x<=-256

    ---- TiledBackground: set x to self.x+256*2

    spr_Hills x<=-768

    ---- spr_Hills: set x to self.x+768*2

    spr_Grass x<=-256

    ---- spr_Grass: set x to self.x+512*3

  • It's possible with draw effects and using the layer property "Force own texture".

    Here is an example with a slightly different method per layer.

    http://dl.dropbox.com/u/5426011/examples14/shape_with%20pattern.capx

  • Here is a utility to remove the hyphens from the family names:

    http://dl.dropbox.com/u/5426011/utility/rename_family2.zip

    To use:

    1. Put your cap in the same folder as the utility cap.

    2. Change FileToLoad to reference your cap in the script.

    3. Run the cap and it should create fixed.cap which should be the same as your cap except the hyphens in the family names will now be underscores.

    Edit:

    The use of the spc_player.dll is identical, just load it instead of nsf_player.dll.

    I'm sure it's possible to integrate gme into audiere, but I'd have to investigate it further.

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  • The first error is from object names that start with a digit, which is an error in python. You can fix it by making sure all object names start with a letter. The second error is a cascade from the first.

    Also I fixed a small flaw in the example where it would crash if using a larger nsf file. The loaded file was being freed before the player was done using it. I updated the first link.

  • In the case of this example, no. You just need to include the py directory with your exported project along with python26.dll and nsf_player.dll otherwise it won't work.

    Edit:

    Glad it was useful.

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R0J0hound

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