lennaert's Recent Forum Activity

    > Only available by credit card ?

    >

    Right now yes. We'll be adding Paypal when we can - may be a few months away though.

    Too bad

    If it had ideal or PayPal I would have bought one already ....

    It really helps to offer more payments options though ... I can imagine not many indies having a credit card.

    Now I gotta find my card details again lol

    Every year I need it once or so, lol (apple dev)

    Only available by credit card ?

    1# M1 Tank platoon - Amiga

    2# F117 stealth fighter - Amiga

    3# Apache gunship - PC

    4# Constructor - PC

    5# Simcity - PC

  • Looks like your anglelerping towards angle 0 there, try setting that to anglelerp(sprite.angle , sprite.8direction.angleofmovement, 50*dt)

    Also, disable setting the angle in the 8direction behavior for the anglelerp to work

  • hey lennaert can you share with me a quick example of host migration when the host leaves so that the game doesn't quit. would be greatly appreciated

    There never really is a quick example for something like that, generally it needs to get suited to fit a specific mechanic.

    I made an example and commented it.

    capx

    It has 2 things, ID preservation and reconnecting to a new host maintaining locations.

    The host can even reconnect as peer and get his old location back.

    It uses player object sprites on which you can pin an avatar, the idea is that the peers/host preserve the avatar if a player disconnects, or host leaves, and with those details players can reconnect.

    ^_^

    edit: keep in mind when testing on more then 2 chromes, the local storage of the 2nd incognito window might use the cache of the 1st incognito window

  • Sprite set angle

    To Anglelerp(sprite.angle,desired_angle,50*dt)

    This can smoothly rotate towards a desired angle.

  • You can use choose() for that

    choose(2,4,8,32)

    it will only select 1 of those 4 numbers.

  • However if you don't mind some juggling you could take the paster.imageUrl expression and load that into the canvas object.

    Thanks for the tip, I will try that

  • Hi, I slapped together a relative simple multiplayer template.

    This makes use of a ghost object to circumvent the movement lag between peer/host with synced objects.

    Capx

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  • lennaert

    link updated

    Thanks R0j0.

    I used all three methods to check for image changes pasted into canvas taken from a user media camera object.

    It works ^_^

    Now I can do a variant of motion detection with a simple camera which has no ambient light detection

    Muchos gracias

    I do have a side question relating to canvas, none related to the topic, but related to how I use the compare.

    I tried applying the "toon" effect on either a paster object and on a sprite object... This in order to make simpler images which are easier to check for changes.

    The effect is lost when a sprite with that effect applied is pasted into a canvas object.

    Any way to preserve applied webgl effects when pasted into an object ?

  • Parse number as text: str(NumVariable)

    Parse text as number: int(TextVariable)

  • No, but for real-world games this probably makes no meaningful difference. Also if a sprite is decorative and doesn't move, it never has the overhead of recalculating its collision box, which is much of what bunnymark is profiling.

    Ok so decorative and not moving ... What about collision detection with various other elements which do move, such as bullets being fired, hud elelements, player and npc objects or even other scenery objects (birds, bugs, smoke, rain)

    On a big map, could these detections, noticeably, rack up?

    If so, is it possible, when disabling collision detection, to actually have that bit skipped so it does not share the vertex info to reduce that bit of overhead?

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lennaert

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