I'm not using that shader specifically (mine is alphathreshold) and I notice that it's getting cutoff (usually in half), but I didn't check if this was bugged in the earlier versions.
Don't think there's any good export for it atm.
bump
Yes, I did exactly as you said and the error is identical.
Develop games in your browser. Powerful, performant & highly capable.
blackhornet, there must be something else as I did exactly as you said but I still get the error when I run the layout.
In Chrome Canary (newest Chrome version) I can use my generic (non Xbox) controllers, so it should work with almost any controller. Can't wait for it to come into Node-webkit!
Chrome Canary, if you want to test
They're having trouble with hiring people, so it'll probably be quite a while before anything like this is done. There's other things they'd rather focus on, multiplayer, wii etc.
No webgl?
welp
Depends which part you are referring too. Project properties will let you change settings.
https://www.scirra.com/manual/66/projects
Nutzaboutpoker If you can still see the seams and you have linear sampling and pixel rounding turned on, then you need to overlap the images by 1 pixel.
Pathfinding will help determine the destination, but you also need to figure out a steering behaviour that will avoid any obstacles that popup before you get there (which there is no plugin/behaviour for).
Do you mean something like this:
http://www.red3d.com/cwr/steer/LeaderFollow.html (more examples here)
I've been struggling with obstacle avoidance too, I think it's clear that the pathing behaviour is really not designed to be used with with dynamic/moving objects.
Member since 14 Jul, 2007