peterigz
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peterigzKeymasterHi, the blending in the editor is either Alpha blending where the colours are just mixed together based on the alpha values, or additive blending where colours are added together. It looks like you are only using alpha blending? It might be called Lightblend in DX but not sure.
The animated particles are just sprite sheets. These are drawn based on the start frame and the frames per second as set on the Frame Rate graph. You can see on the Particle tab in the editor that you can also set the animation to play in reverse. The frame number is what’s passed in – it’s passed in as a float because you can change the frame rate that it’s played so it’s just converted to an int to draw the nearest available frame.
peterigzKeymasterThanks, I’ll take a look at that, I think it’s just a minor bug but I never noticed the error before.
peterigzKeymasterHi George, I’ve resent it to that address, let me know if you get it ok.
peterigzKeymasterHi, I just replied on Facebook, sorry been away over Christmas. I just need your email then I can look up your license key for you.
peterigzKeymasterHi, it should work in the demo as it does in the paid version so there must be something wrong there. Maybe it could be graphics drivers? I’m running the latest version of Windows 10 64 here and everything is working ok.
peterigzKeymasterSorry was on holiday last week, glad you sorted it 🙂
peterigzKeymasterSorry for the delay! it should be Daniel “Damucz” from git hub page here I believe: https://github.com/damucz
peterigzKeymasterOic sorry. Probably not then as I never looked at that module. I imagine that it would just need the rendering part that needs updating for it though.
peterigzKeymasterYes there’s a module for monkey2, you can download it right inside the monkey2 ide.
peterigzKeymasterOk, I’ll take a look and see what’s up.
peterigzKeymasterOic, sorry I missed the smfl reference. I have no experience with that at all I’m afraid it does look like someone forked the c++ lib and added an smfl sample, maybe that helps? https://github.com/fredakilla/timelinefx/tree/sfml
peterigzKeymasterHi, I don’t know much about the marmalade c++ version of the library unfortunately. I suspect it must be something to do with the rendering in marmalade, maybe some users know how to help on marmalade forums? If it is an issue with the c++ library you could also raise an issue on github, but my first guess would be a marmalade rendering issue of some sort in release mode with timelinefx c++ and marmalade.
peterigzKeymasterI’m trying to sort it, unfortunately the language I wrote the editor in is no longer supported very well and I’m having trouble compiling it on the latest macos. If you can use on windows in the meantime it should be ok there. Will let you know how I get on with the Mac version.
peterigzKeymasterLooks great! Congratz on getting your game finished 🙂
peterigzKeymasterHi, yes there seems to be an issue with importing full colour images on the mac. You would have to assign white as the colour though because that’s just the nature of applying textures in opengl?
I’ll see what I can do with the colour on import bug, I think it was introduced with a recent MacOS update.
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