Yann's Recent Forum Activity

  • ahostbr

    I think the "import sprite strip" does the work well.

    We were told in the blog that some new feature would be available soon for the image editor. In cc you could select an area and then Ctrl+C, change frame, Ctrl+V. Seems to be what you described

  • Yeah usually it's better to group things to avoid code copy/pasting. And grouping things under the same objecttype is a workaround while we wait for families.

    But in most cases, even if families were available, I would still use the same sprite. Because to me it's the same concept "background" and it makes capx cleaner.

    An you can have one collision polygon per frame.

  • Ashley

    %180 ?... isn't that weird?

    181 is the same as -179

    but 181%180 = 1 isn't it?

    Anyway yeah as I said I probably put too much %360

    because at the time, the interpolation kept bugging and I was over cautious (of course the issue were elswhere)

  • yeah the fade behavior is a bit incomplete, lack that activate/deactivate. you can't just stop the object from doing his fading .... oh... maybe timescale?

    indeed... works neatly

    neatFade.capx

    Also

    You don't need to destroy... behavior does that for you (:

  • What I did on someone's capx

    <img src="http://dl.dropbox.com/u/23551572/C2/angleLerping.png" border="0" />

    If I remember I was smooth rotating the layout to align with the rotation of the Player (this Player.Angle)

    I don't think you need all these %360 though... I was just being too carefull

  • I would put the origin at top left of the background sprite.

    Put your two background in two animation frame of the same sprite

    set the speed of the animation to 0

    And then

    Global Variable offsetX = 0 //Offset for the next background
    Global Variable before = 0 //before or not (for picking)
    +Player:is Overlapping Background
      -> System: set offset = Background.X+Background.Width
      -> System: set before = 0
      +Background: X<Player.X+Background.Width/2
        -> System: set offset = Background.X
        -> System: set before = 1
    +Player:[invert] is Overlaping Background
      +System: before = 1
        ->System: substract Background.width from offset
      ->System: set X to Offset

    If you overlap two background at the same times, this code will become a bit wonky, but as the result only apply to the background you don't overlap, there shouldn't be any visible issue... To try :D

  • In my opinion, layer rotation isn't robust enough yet to be used in something as complicated as rotation+scrolling.

    I think layer rotation does one interesting thing that is: rotating groups of objects. But here are the limitations I know :

    - you can't yet set a center of rotation

    - as you said you can't easily position a layer (where would be the origin?)

    - there are some annoying issues with collision (don't know if it's just with physics or all kind of collision)

    - when you group objects under the same layer you can't finely tweak zOrder regarding object outside this group

    And basically, to rotate a group of object, I would just use the same sprite to represent them and do a:

    Global Variable PivotX = what you want
    Global Variable PivotY = what you want
    Object: set X to PivotX + cos(angleOfRotation)*distance(Object.X,Object.Y,PivotX,PivotY)
    Object: set Y to PivotY + sin(angleOfRotation)*distance(Object.X,Object;Y,PivotX,PivotY)

    There you have control on what object you move and the position of the center of rotation (pivot).

    You avoid zOrder issues 'cause they stay at the same zOrder before and after the rotation. Same goes for collision issues.

    If there were families, you could even use the same code on a whole bunch of different objecttype.

    So for now, if I were to participate, I probably would just use layout angle. 'Cause THAT is a neat feature (:

  • keepee

    sqiddster

    Actually it's pretty much the same thing. There's exactlly the same control and I suspect that "apply force at angle" does exactly what I did with apply force.

    So no benefit, just showing off some sinus and cosinus to scare our dear n00bs.

  • I honsetly don't know. I have to admit that I don't really know how fullscreen modes are calculated, by providing a capx in my last post I thought I found out, but it seems that there still was issue when kyat tested it.

    So you can try your chance in a bug reporte or we could directly ask Ashley here about this

  • System: set time scale to 0.5
    System: Restore Sprite time scale

    didn't work? (it's possible I never fiddled with time scale)

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  • hmmm.. I'm not in my big pc, on my laptop things are always a bit slow. But I can't see what you call "jittery".

    Can you discribe it a bit more?

    I checked for the basics like pivot points and stuff like that and things seem finely done.

    But as I said I might have missed 'cause of sh*tty laptop (:

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Yann

Member since 31 Dec, 2010

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