Recent Posts

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FAQ / Re: Missing Forums Attachments
« Last post by Qedo on 2021-May-13 »
unfortunately a forum without attachments is almost useless.
2
Media Section / Re: Fonts
« Last post by Qedo on 2021-May-13 »
Oops, I got the wrong threads
unfortunately a forum without attachments is almost useless.
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Media Section / Re: Fonts
« Last post by matty47 on 2021-May-13 »
It would appear that the zip file is corrupt and unable to be repaired.
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FAQ / Re: Missing Forums Attachments
« Last post by matty47 on 2021-May-13 »
Just to confirm that any of the zip files that I have downloaded appear to be corrupt. Tried to open them with 7zip and Winrar 6. Both progs showed error as "Unexpected end of archive". Running a repair (Winrar) on the files did not fix the problem. Showed a checksum error in all files in the archive. Did something happen to the server files at some point?
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GLBasic - en / Re: SETFONT undefined on Linux platform?
« Last post by r0ber7 on 2021-May-09 »
I do not think I am using this extra parameter, that's just what the linker throws back. Still unsure why this should crash for a Linux build, am I maybe using the wrong platform files? I could not find a Linux platform in the v16 directory.  O_O
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GLBasic - en / Re: Not wanting pixel perfect collision
« Last post by Widget101 on 2021-May-08 »
Thanks for the reply Qedo,

I was thinking about BOXCOLL but didn't think I'd be able to check its collision with a sprite or anim.

I think I've sorted it! Keep using the box sprite for the collision, but not actually drawing it to the screen seems to work!



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GLBasic - en / Re: Not wanting pixel perfect collision
« Last post by Qedo on 2021-May-08 »
if I didn't get it wrong, I'd do this:
I would place the rectangle on the player without DRAWRECT and check the collision with BOXCOLL
Ad maiora
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GLBasic - en / Not wanting pixel perfect collision
« Last post by Widget101 on 2021-May-08 »
Hi,

I've drafted out a retro platformer (basically manic miner) and have an animated player but I'm finding that the pixel perfect collision is causing problems when my character walks off a wall. As he gets to the end of the wall he falls down as expected. However, as his arm extends back beyond his feet, the arm collides with the wall and the character sticks.

If I place a rectangular box under the sprite and use that for the collision then I don't get this problem as the edges of the collision check are always uniform (i.e. nothing sticking out past the edge to catch the wall).

Is there a way to replace the pixel perfect collision with a bounding collision instead? Or to make my rectangular box invisible so that it can't be seen but still detects collision.

Hopefully I've explained this clearly!! :S

Many thanks,

Steve.
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GLBasic - en / Re: SETFONT undefined on Linux platform?
« Last post by erico on 2021-May-06 »
I think it was added to go along with that scaling routine. So you can link both.
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GLBasic - en / Re: SETFONT undefined on Linux platform?
« Last post by MrPlow on 2021-May-03 »
I think SpaceFractal or Gernot might have added an optional extra flag for something? at some stage.
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