necromaster's Recent Forum Activity

  • Oh yeah... before I forget, just wanted to share with you this link:

    http://api.jquery.com/mousedown/

    Head over there and test out the JQuery demo found on the bottom of the page using both Chrome and Firefox. You will notice similarities between what you observed in your program example.

    In Firefox, the cursor stays as a "text select" I-beam regardless of whatever combination of clicks you do. When you switch over to Chrome, the cursor becomes a "text select" I-beam cursor but changes into an arrow cursor when you move your mouse. So, it seems the problem is not a problem, but a design behaviour inherent in the Chrome browser.

    Just a thought...

  • Ok... no problem. Good luck!

  • Why not have a workaround for the custom cursor reappearing on NW/Chrome? Force it to set back to custom cursor every tick. It seems to work for hidden mouse cursor as well, but with a caveat - you need to shake your mouse to make the cursor hide again.

    Just one wasted line of code if you don't wish to tackle this Chrome / Node-Webkit issue.

  • Please see my work at http://www.gameswarp.com/studio/.

    Contact , if interested.

  • No problem. Here's wishing your game does well!

  • IIRC, the NormalMapping effect is fixed to one light source. So, use it for your super duper important laser weapon.

    Set Effect "NormalMapping" parameter 0 to the X position of your laser X coordinate

    Set Effect "NormalMapping" parameter 1 to the Y position of your laser Y coordinate*

    See the Demo CAPX and refer to line 1 of Event Sheet 2.

    Caveat: You need to use "LayoutHeight - Y coordinate" for Y-axis. I believe there is a reverse Y axis issue which was not addressed in the Scirra code. And it currently gets wonky when you change screen resolution, so look out.

  • Great!

    Thanks.

  • For those who want to be able to debug the Moveto behavior, add the code copied from the box below at around line 215 of runtime.js... just before the comment that says "Conditions".

    [quote:1je44thx] this._moving_angle_info = o["ma"];

    this._last_tick = o["lt"];

    };

    ADD DEBUG CODE HERE

    //////////////////////////////////////

    // Conditions

    Copy and paste this debug code into runtime.js of the moveto behavior

    	/**BEGIN-PREVIEWONLY**/
    	behinstProto.getDebuggerValues = function (propsections)
    	{
    		propsections.push({
    			"title": this.type.name,
    			"properties": [
    				{"name": "Target X", "value": this.target["x"]},
    				{"name": "Target Y", "value": this.target["y"]},
    				{"name": "Current speed", "value": this.current_speed},
    				{"name": "Remaining distance", "value": this.remain_distance},
    				{"name": "Hit target", "value": this.is_hit_target, "readonly": true},
    			]
    		});
    	};
    		
    	behinstProto.onDebugValueEdited = function (header, name, value)
    	{
    		var a, s;
    		
    		switch (name) {
    		case "Target X": this.target["x"] = value; break;
    		case "Target Y": this.target["y"] = value; break;
    		case "Current speed": this.current_speed = value; break;
    		case "Remaining distance": this.remain_distance = value; break;
    		}
    	};
    	/**END-PREVIEWONLY**/[/code:1je44thx]
    
    This has not been fully tested (watch/edit), so use at your own risk.
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  • For all who are interested:

    I am writing a shoot-em-up game and I needed to design flight patterns for my enemy ships. It's kind of like a waypoint system where they would move into the play area past the top of the screen, moveto point A, moveto point B, moveto point C etc... until it moves to outside the screen again past the bottom.

    However, the moveto plugin kept on triggering true on the condition "On MoveTo Hit Target", which is what I didn't want. So I made a small modification on line 105 of runtime.js:

    Instead of this:

    if ( (this.remain_distance <= 0) || (this.current_speed <= 0) )[/code:3hn30p3n]
    
    it's now:
    [code:3hn30p3n]if (this.remain_distance <= 0)[/code:3hn30p3n]
    
    I sure don't need "current_speed <= 0" to be true. Just wanted to share is all... it might help those who want such a waypoint feature.
    
    Or maybe it's an error? Not sure, that's for @rexrainbow to comment.
  • Hi,

    marEES: Replied.

    Sikro: Please check your email.

    Regards,

    Gavin GamesWarp

  • More to come when time permits... atm busy with a UDK project. Thanks.

  • Sorry, but unable to commit until I have finished a couple of projects placed before yours. Thanks.

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necromaster

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