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  • A simpler solution that might work:

    + Mouse clicked

    + Asteroid is overlapping some object

    + Pick a random asteroid

    -> Destroy asteroid

    This way if you click and two asteroids are overlapping, it picks a random one and runs the actions on just that.

  • It's a good idea, but in the meantime you can fake a break by something like:

    + For each Sprite

    + Global 'break' = 0

    -> Actions

    -> To break: set 'break' to 1

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  • If you hear hooves, assume it's horses, not zebras The error message gives a message about VRAM, so it's most likely that. Sound issues might be unrelated side effects.

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  • Sorry, I've been lazy... I'll try to release it tonight.

    Only rendering functions have changed, but a few other definitions and headers have changed. You will need to make changes to stdafx.h (if you haven't changed it you can paste in the new one from the .99 SDK), and any changed members have 'deprecated_' before them. For example, the old colour filter was a D3DCOLOR and has been replaced. The old member is now 'deprecated_filter' and is ignored; it is now a cr::color located at info.pInfo->filter.

  • It's not currently possible; the first element is always default.

  • Can you post it as a .cap on the tracker so it's not forgotten about?

  • It's not sound related. It means your graphics card has run out of memory. I'm guessing you've got a low-end 32mb or 64mb model if it runs out with 22mb usage. If it can't cope, make sure you're not creating too many canvas objects, reduce the window size of the game, or just buy a decent graphics card

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Ashley

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