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Damizean

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Everything posted by Damizean

  1. Make sure your game settings are the same as the Worlds engine (specially frame rate)
  2. Pixel mask based or polygon based? If you want pixel mask based, there was one available on the wiki IIRC. if you want to make a polygon based one... search for "Separating Axis theorem" on google.
  3. Personally, I'd suggest to use SFML before Open Layer, as it's a modern alternative to the existing media layers and it's concieved to exploit the capabilities of hardware accelerated rendering from the very beggining.
  4. I made those, you can use them if you want.
  5. I need translation, please. Edit: Oh, the second paragraph was somewhat readable, but I did tl;dr. Whatever, continue with the party.
  6. Sounds like the game was compiled for a previous version of the runtime DLL. Not much you can do, asides from trying out different DLLs
  7. Thanks a lot =D 22 years, and still couldn't celebrate it. I'm quite busy with classes (I'm working on a final project, a propeller LED display) but I'll have this weekend to party =3
  8. The sprites seem to be animated using an skeleton, so they pretty much only create the base sprite, slice in different pieces and animate it, so it's possible the team isn't that big.
  9. The engine manages the visibility of the skins, that's why your code won't work. Is is that hard to use the same sking to add the animation, anyway?
  10. You can use the capture object with an APO and scale in, but you wouldn't be able to animate the sprites (as it'll be pretty much an screenshot)
  11. I feel like that's even more confusing, but horray for the randomness!
  12. Endri, you can't be serious about what you just said. It's completely unrealistic, specially if we're talking about LarkSS' computer xD
  13. Actually, loading Game Maker 3D models is quite fast, way faster than generating the meshes.
  14. Snooky, at least do some preprocessing: At the start of the level, create models with large groups of meshes that use the same texture, so you can render large chunks at once. Switching the texture from a model to another is a great penalty for the graphics card, so it's better to send the geometry with the same texture once.
  15. Regular D3D is the problem. It's shitty and ultra slow, you better use a third-party 3D engine for that, like Xtreme3D or Ultimate 3D
  16. You can always use the distortion object to get the parallax distortion...
  17. Camera.x = Camera.x+(Curly.x-Camera.x)*0.1
  18. With factor 1 you'll get the complete new value. Try with 0.1 or 0.01.
  19. Yeah, basically. But remember Lerp isn't a built-in function in MMF (don't know about Construct), so you'll have to use the above formula. Also, factor is a float between 0 and 1.
  20. Interpolate from the current camera position to the Actor position vector + speed vector Camera.Position = Lerp(Camera.Position, (Actor.Position)+(Actor.Motion), Factor) (Lerp stands for Linear Interpolation = A+(B-A)*t
  21. I see no oversized avatars :/
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