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Topics - Kryten

#1
Im guessing this isnt possible, if it is Im missing something...

When you have multiple windows / sources open in the editor, Its possible to change the order they appear in by click / dragging the tabs left / right.

However, when you save the project, they revert back to their original positions.

i.e. <tab1><tab2><tab3> can become <tab2><tab1><tab3>

The order they appear in seems to be the creation order of the sources

Is it possible to save the order of the tabs after dragging them around? Ive had a poke around the editor and on here, but couldnt find anything. I'm suspecting not, but worth asking.

Cheers
#2
Hi folks

Heres one I'm hoping someone could point me in the right direction on. Im currently playing with nested types, and Ive hit a small snag.

Take the following scenario.

I have 4 different types - lets call them

Talien
Tblock
Tbat
TCol_Obj

The last one is a collision object as an axis aligned bounding box, which takes its initial values from the other types as its created.

As I understand it, If I create a TCol_Obj type nested as part of Talien, then that will be stored within the array for the Aliens. Same with blocks, bats etc.

If I Dimpush the TCol_Obj type to a separate array as well, it creates a copy of that type and doesnt actually affect the original.

In this case, how can I loop through only the TCol_Obj types to test for collisions etc in a single pass without going through each array for Aliens, Blocks, Bats etc?
Does the nested type literally become a part of the type its created within, or is it / can it be treated as a separate entity?

Hope that makes some sort of sense!
#3
Ive come across an interesting occurrence when displaying a sprite using the commands drawsprite, rotosprite and rotozoomsprite, and Im wondering if its a bug, as intended, or if anyone else has come across the same issue. Unfortunately I cant post a screenie as Im a bit limited for time at the moment.

Basically, I have a sprite that is 47x47 pixels, which would give a single pixel in the exact dead centre.

Using drawsprite, it draws at the correct size (47x47)

Using rotosprite it draws but is increased in size by 1 pixel in both height and width (so 48x48), so there would be a block of 4 pixels in the middle and the centre would be where the 4 middle pixels join.

Using rotozoomsprite results in the same as rotosprite.

Drawing the same image on screen at the same time using the 3 different commands shows this quite clearly.

Now, I havent had the time to check to see if this is just an issue on my PC (but the gfx drivers are bang up to date), and it occurs on both V10 and the V11 GLB versions.

So, Im somewhat perplexed as to why this would be and was wondering if anyone has an explanation, as I would have thought it would be easier to rotate around a central pixel than a theoretical intersection point of 4 pixels?

#4
My first full game using GLB (free version) - was going to include a few more features but due to time / exams and basically getting bored with it (its taken me a year to get this far!), this is as finished as it gets - it is a full game tho!

Basically, its a Victorian / Steampunk themed puzzle game where you have to align all the pipes to supply gas to the gaslamps. Each pipe piece is rotatable but cannot otherwise be moved.

20 levels, and once these are completed it opens up the Freeplay mode.

Mouse controlled

Downloadable from here:
http://www.kryten2x4b.pwp.blueyonder.co.uk/gaslight_beta.zip

Feedback appreciated

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