Ashley's Forum Posts

  • Enable 3D layering for the layer, otherwise it displays the player on top of the background if you pan down

  • You generally can only load and free textures for entire layouts at a time, but if you use the action to unload textures from the current layout, it will free all textures except the ones currently in use by existing objects. That might work for you. But then you should be aware that creating an object that doesn't exist will have to load the texture for that object, which could cause a brief pause.

  • I think INI constantly access the disk, which could be bad for performance. So if you use a hash table object or something which is always in memory (except for the one time you use a 'load from file' action) then it should be a lot faster.

  • 4) Runtime zooming. This may be already implemented, but for the life of me I can't find it. So I don't always have to see a 1:1 scale view of my layout. Would be handy with options like Show All, or Show Layout.

    System object, set layer zoom/set display zoom actions.

  • Azu: I can't see anything wrong in your screenshot. I don't know what it's meant to look like!

    However, there's an open bug on the tracker about objects rotating in the layout editor getting offset, which may be related.

  • Cool theory but yeah, I agree with deadeye... on a rather cheap, low res (by today's standards) CRT monitor, and while the effect can be seen, it's all a bit blurry and things are very far apart making it hard work to cross your eyes that much. I guess it doesn't take in to account the physical size of the user's display.

  • You need to get the player's distance from previous position at some time interval (Say 100ms) and base your zoom on that.

    ...which is equivalent to it's speed, which Rich pointed out:

    You can base the zooming in/out on your character's movement speed using a simple formula

    So you just need to set the X and Y zoom ratios to something like 100 - player[movement].speed / 10. Something like that. Play with the numbers to get it exactly right. No need for anything more complicated.

  • I think a physics platform movement (among others, like a physics car movement etc) would be useful to users. But it would be difficult and time consuming to complete. I don't think we'll do that before 1.0, since it's more important the core is stable, and I think it's possible to do a custom physics movement engine with events, so it's not impossible.

    As for bone bugs, bug Davo about them, it's his plugin

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  • What do I do? Neither P nor the Pause key pause the game. Which bit are you talking about?

  • Remember to post all bugs on the tracker if you haven't already!

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  • is it possible for a plugin to use some of these same conversion functions internally?

    No, those functions aren't available at runtime (even the runtime doesn't use them, because expressions are exported to the runtime in a preprocessed format).

  • Nice graphics I thought the way your bullets move quite slowly compared to theirs made it hard, but I love the parallaxing space background!

  • I think this is a satirical comment on Ghost Shooter mods, folks