Aikocho Posted July 10, 2011 Report Share Posted July 10, 2011 Anything related to the core engine of the project, ideas and all, go here. The only programmed used to make this engine is Multimedia Fusion 2 HWA version. Also, anyone with said programs, or better suggestions for programs to use, they can post here. To work on the main engine, it is advise to post your e-mail, so the main project folder can be shared via Dropbox. Link to comment Share on other sites More sharing options...
BlazefireLP Posted July 11, 2011 Report Share Posted July 11, 2011 I don't mind doing programming assistance and testing if you'd like. My E-mail is in my profile if interested. Also, question. Is this game completely genesis themed? Link to comment Share on other sites More sharing options...
BlazefireLP Posted July 11, 2011 Report Share Posted July 11, 2011 Shit, I just realised, that isn't my dropbox email.... "[email protected]" is XD. Link to comment Share on other sites More sharing options...
DimensionWarped Posted July 11, 2011 Report Share Posted July 11, 2011 Copy Pasted from Level Collab topic... I'd like to request that everyone add the following to their builds:Objects: Window Control Object (needs to be on every frame) Global Values: Global Value L = Window Size Global Events: Event 1 Conditions: Global.Window Size < 3 Repeat while ctrl is held Upon pressing '+' Actions: WindowControl.ResizeX(WindowControl.WinXSize + 320) WindowControl.ResizeY(WindowControl.WinYSize + 240) Event 2 Conditions: Global.Window Size > 0 Repeat while ctrl is held Upon pressing '-' Actions: WindowControl.ResizeX(WindowControl.WinXSize - 320) WindowControl.ResizeY(WindowControl.WinYSize - 240) This will allow ctrl and + to enlarge the screen up to 4x from any frame and ctrl - to decrease the size back down to 1x from any frame. Also, consider making the window not resizable by handles. Don't know how to do this yet, and I don't want to use non-stock plugins to accomplish it. There are probably better ways to do this, but this is simple enough for now. Unfortunately it seems like various title bar sizes and whatnot get in the way of just using scalar multiples and still coming out with a proper scaling ratio, but there are ways around that. Just not very clean ones that don't use extra variables. Link to comment Share on other sites More sharing options...
BlazefireLP Posted July 11, 2011 Report Share Posted July 11, 2011 Edit : Check post below this one for updated version. Link to comment Share on other sites More sharing options...
DimensionWarped Posted July 11, 2011 Report Share Posted July 11, 2011 For the record, I disagree with locking the position of the window. Also, numpad '+' and '-' are my preferred plus and minus keys used to zoom in browsers (rather than -=), so consider allowing both options. Link to comment Share on other sites More sharing options...
BlazefireLP Posted July 11, 2011 Report Share Posted July 11, 2011 The position isn't being locked, I just told it to shift the amount of pixels it was being re-sized at. Keep it in the center on any given screen. Here is the same thing with but with all 4 keys. V0.4 Update! I hope you don't mind me ruining part of your code, I was originally just messing around with it xD. Link to comment Share on other sites More sharing options...
DimensionWarped Posted July 11, 2011 Report Share Posted July 11, 2011 No, the position is definitely locked in both examples. By that I mean that if I move the window, it gets forced back to the center of the screen. This is bad for a number of reasons. Depending on drivers for instance, this could force multi-monitor users to have the window stuck between both monitors and it also prevents you from changing which monitor the game is running on. Also, it's just nice to have control over the position of the window. Link to comment Share on other sites More sharing options...
Appo Posted July 12, 2011 Report Share Posted July 12, 2011 I dunno if this will help in anyway but i have a few badnik movements that may come in handy. Maybe someone can clean it up a bit or whatever.... theres no angle detection, so when the badnick goes up or down a hill it look like it's floating. http://www.mediafire.com/file/152nne2lm4oboul/Badnik%20Movement.mfa 1 Link to comment Share on other sites More sharing options...
BlazefireLP Posted July 12, 2011 Report Share Posted July 12, 2011 I think those Enemys are well done. Nice work Appo. Also, I could make some angle detection for the Motobug but someone else would need to find a way to apply it to all of them since mine would use sensors. Although Lark would probably be the best person to do it since he did it once without using any sensors to do it. Which is even better. Link to comment Share on other sites More sharing options...
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