Htbaa
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HtbaaParticipantSorry for my late reply, I seem to have missed the update e-mail… I just updated to the latest version which also works fine with Monkey X 79e (I guess Mike changed the usage of Public and Private to match the way it’s used in BlitzMax). CheckCollsion() is really useful!
Did find another typo (capitalized letter), but can’t seem to find where I changed it. Believe it was a parameter called Layer.
Thanks for clarifying the FOV thing. Would make my ‘simulation’ a lot more real than when using a ray collision check.
Thanks for the updates!
HtbaaParticipantCool! After doing the right collision checks I no longer have this error, so I was simply using it the wrong way.
When compiling I got some errors where variable casing didn’t match. For example AngleDifference() in math.monkey the casing of the parameters doesn’t match the usage inside the function body. Could be that I’m using Strict for my project though.
I’m currently using CheckRayCollission() to see if something is in range and then fire. But I think WithinFieldOfView() would be a better fit for it. My question is though what is the FOV parameter? Is it distance or an angle, e.g. 45deg view angle?
HtbaaParticipantNo worries! It’s not exactly like I’ve been quick to investigate and reply :). I can no longer test the BlitzMax version. I do have bmx installed, but haven’t used it in ages so I doubt my modules etc. will still work. Also can’t really port my game right now :P.
For the time being I can continue my project. I don’t think it should work like this either. Never had issues with the BlitzMax module before and used the same camera system for coordinate translation. Good luck investigating though, I’m curious as to why the behavior seems to differ.
HtbaaParticipant(I wish this forum had an edit function, but oh well)
I believe I’ve more or less fixed my issue. I have to set the Relativity checkbox for every particle inside an effect now. For Stylised 1 to 4 that works fine. Toon Explosion as well, but Toon Explosion 2 won’t show up. I think I’ll stick to the Stylised ones for my project.
HtbaaParticipantI also tried using TieToVector but it has the same effect as manually setting the particle position.
I’ve went through the code of WebInvaders again and I can’t find any difference in how we both use the TimelineFX library. I replaced the explosion in WebInvaders with the ones that failed for me in my project and there was no issue in displaying them.
Some peculiar thing I noticed is that with the Toon Explosion for example the particles are only shown when my camera is inside the original viewport (x:0..SCREEN_WIDTH and y:0..SCREEN_HEIGHT). When one is displayed and I move the camera it stays on the same screen position. This does not happen with Small Dark for example. The code for an explosion or shield hit are the same class, they only differ in a Select Case to load the proper effect.
I’ve got no clue as to why some effects behave as expected and some don’t. Like I mentioned earlier after altering some settings on an effect they would show up at the right position, but then the effect would also look and behave differently than the original effect.
HtbaaParticipantHi, sorry for the late response.
I do copy the effects before I add the effect to a particle manager. I actually make use of a caching mechanism that stores the effect and when requested it looks up the cache and then returns it, but I always use CopyEffect (with copyDirectory set to False) when returning it.
(I’m not sure if this caching mechanism is useful. I decided to do it since I also did it with BlitzMax. Does TimelineFX does its own caching of effects?)
Checking your example you use TieToVector(), but since I’m using Diddy’s built in Vector Type I can’t do that. Aside from that I don’t see any difference in how we both use the TimelineFX library.
HtbaaParticipantReally sorry for the spam, but I found out some more stuff. The Toon Explosion Arms wouldn’t display either. If I set the checkboxes Single and One Shot only then will the effect display. But doing so also alters the way the effect looks.
HtbaaParticipantSorry for all the double post :-(.
I’ve changed the General Settings of each particle inside the Toon Explosion effect to have Relativity checked. When it’s set to that the explosion is displayed at the right position.
I’m still having some troubles with ShieldHit. What I do now is call SetPosition on the effect just before rendering the particle. Yet ShieldHit is also shown at 0, 0. If I update its position every before every call of ParticleManager.Process() this problem is solved.
Is it possible to only have to call SetPosition on the effect just before calling DrawParticles without having these side effects? It seems like wasted CPU cycles, but I might be mistaken on how this stuff works :).
HtbaaParticipantSorry, I can’t seem to get a working example that demonstrates this. I could send you my current project. It’s based on Diddy by the way and I could point you to the lines of codes where you could change the effect used.
HtbaaParticipantHi,
The origin of the particle manager is the same for all emitters in my code. I’ll try to see if I can code up an example.
HtbaaParticipantI’ll take a look then, thanks.
HtbaaParticipantI take it there’s still no XNA or MonoGame library for TimelineFX effects?
Where can I find documentation about the fileformat etc. so I can take a look at doing this myself?
HtbaaParticipantOn my laptop still the linking issue, on my desktop not. The errors are about name clashing (I still don’t understand why BRL didn’t do proper namespacing), which is why I would think it should happen on all of my systems.
Using incbin isn’t a requirement for me, but it would be nice if I could incbin all my files.
HtbaaParticipantHmm that link sends me to the board index.
HtbaaParticipantThanks, I’m curious about the outcome.
Wouldn’t it possible to replace gman.zipengine entirely with koriolis.zipstream? Or aren’t they compatible?
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