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Messages - siatek

#31
Beta Tests / Re: XML
2012-Oct-31
Hi it's working great im just started on *.TMX (http://www.mapeditor.org/) loader and after few minutes i think that its look's promising ;)


Code (glbasic) Select


65 cowboy_animations 64 64
decorations 1024 128
fog FOG NO_GID 288 1888 160 64
water bubbles PARTICLEEMITTER NO_GID 928 1760 608 32
water bubbles PARTICLEEMITTER NO_GID 1088 1504 288 32
objects 1024 128
NO_NAME KASIA 65 32 1344 
rhino KASIA 65 384 1792 
NO_NAME NO_TYPE 41 352 1472 
NO_NAME NO_TYPE 41 448 1472 
NO_NAME NO_TYPE 41 544 1472 
NO_NAME NO_TYPE 41 768 1344 
NO_NAME NO_TYPE 41 832 1344 
NO_NAME NO_TYPE 56 1120 1632 
NO_NAME NO_TYPE 56 1184 1600 
NO_NAME NO_TYPE 56 1248 1568 
NO_NAME NO_TYPE 56 1312 1536 
NO_NAME NO_TYPE 58 1141 1843 
NO_NAME NO_TYPE 58 1280 1888 
NO_NAME NO_TYPE 58 1425 1840 
NO_NAME NO_TYPE 57 1045 1895 
NO_NAME PARTICLEEMITTER 60 1728 1792 
NO_NAME PARTICLEEMITTER 60 1952 1792 
zones 1024 128
death zone DEATHZONE NO_GID 0 2016 2016 160
NO_NAME WATER NO_GID 928 1792 608 128
NO_NAME WATER NO_GID 1088 1536 288 128
ice ICE NO_GID 288 1760 352 32
collision 1024 128
collision COLLISION NO_GID 0 1888 288 64
NO_NAME COLLISION NO_GID 1216 1728 
collision COLLISION NO_GID 160 1472 576 32
NO_NAME COLLISION NO_GID 1536 1600 
collision COLLISION NO_GID 1568 1792 448 64
NO_NAME COLLISION NO_GID 1216 1600 
collision COLLISION NO_GID 896 1792 32 128
collision COLLISION NO_GID 1536 1792 32 128
collision COLLISION NO_GID 896 1920 672 32
collision COLLISION NO_GID 448 1888 448 64
collision COLLISION NO_GID 736 1344 160 160
collision COLLISION NO_GID 0 1344 160 160
NO_NAME COLLISION NO_GID 160 1344 
NO_NAME COLLISION NO_GID 608 1344 
collision COLLISION NO_GID 320 1792 288 64

#32
Very good job i like it a lot !!!
#33
Thanks for replies ...
Cheers
#34
Hi a i have a little question:

here is an example code:

Code (glbasic) Select

TYPE TMap

position AS TVec2d
width
height

layers[] AS TLayer

  FUNCTION Create:

DIM self.layers[10]

FOREACH layer IN self.layers[]
layer.Create()
NEXT

ENDFUNCTION

FUNCTION Destroy:

FOREACH layer IN self.layers[]
layer.Destroy()
NEXT

DIM self.layers[0]

ENDFUNCTION

ENDTYPE // TMap

//////////////////////////////////////

TYPE TLayer

position AS TVec2d

entities[] AS TEntity

isVisible

FUNCTION Create:

self.Destroy()

ENDFUNCTION


FUNCTION Destroy:

DIM self.entities[0]

ENDFUNCTION


FUNCTION AddEntity: entity AS TEntity

DIMPUSH self.entities[], entity

ENDFUNCTION

ENDTYPE // TLayer


and now is the question:

is function Destroy in TYPE TMap shoud be:

Code (glbasic) Select
FUNCTION Destroy:

FOREACH layer IN self.layers[]
layer.Destroy()
NEXT

DIM self.layers[0]

ENDFUNCTION



or

Code (glbasic) Select
FUNCTION Destroy:

DIM self.layers[0]

ENDFUNCTION


is good enought ??

regards

#35
Thanks for sharing ... I must take a look :) 
#37
Any news ? Its looking so promising !!! I can't stop thinking about it ...
#38
Beta Tests / Re: Rapid Pak 3
2012-Aug-20
Like he said, he is from russia   ;)
#39
Oh man that's roxx !!

#40
New screenshot :)

[attachment deleted by admin]
#41
hi guys again :)

So im buy and iPad and some old mac mini ... we are starting with production and bug fixing ...
i hope that we are finished it becouse i have some bad feeling about my zeal :)

regards
#42
LW supprot its also cool :)
#43
Hi its doesn't work with blender 2.63 ;(
Is update possible ??
#44
Yes it is :)
Thanks
#45
Hi

I'm add this to a wrapper but it's doesn't working ... there is no "type" member it saying ... but in box2d documentation it written that this shoud work :/ (def.type = b2_kinematicBody;)

anybody could help ??

regards

Code (glbasic) Select
FUNCTION b_CreateKinematicPoly_ext: x, y, friction, pts[]

INLINE
b2BodyDef def;
def.type = b2_kinematicBody;
def.position.Set((float)x, (float)y);

b2Body* kinematic = bWorld->CreateBody(&def);

b2PolygonDef kinematicshapedef;
kinematicshapedef.vertexCount = LEN(pts);
for(int i=0; i<LEN(pts); ++i)
{
kinematicshapedef.vertices[i] = b2Vec2(pts(i,0), pts(i,1));
}

kinematicshapedef.friction = friction;
kinematic->CreateShape(&kinematicshapedef);
return b_NewObject(kinematic,bBody);
ENDINLINE

ENDFUNCTION