wiebow
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wiebowParticipantThanks Pete,
The game is now playable in a BETA version, you can, if you want to, download it from my blog: http://wiebo.wordpress.com/
wiebowParticipant@unwa007 wrote:
Mr. Pete , could you help me in this issue?
I was only trying to help you know.. pff.
wiebowParticipantInteresting. I created a new explosion effect and it works perfectly in the game, also on first use. I will see if I can find out why the two explosion examples make my game hang on first use. Very interesting.
wiebowParticipantThis is the code I am using:
Local tempEffect:tlEffect = effectsLibrary.GetEffect(“Explosions/Bigger Explosion 2”)
Local effect:tlEffect = CopyCompiledEffect(tempEffect, particleManager)
particleManager.AddEffect(effect, LAYER_ENEMIES)
effect.SetPosition(_currentPosition.x, _currentPosition.y)I also tried CopyEffect in stead of CopyCompiledEffect. I can’t see anything wrong with this code. I think I even nicked it from your examples.
wiebowParticipantI dont think your OS network settings are the problem, as you have the problem on all machines, not just Windows. I suspect your internal access point (router). Maybe Pete can tell you how to turn off automatic version checking and go from there. Or if you have a firewall active on your router maybe you can check the logs on there as well.
wiebowParticipantLooks like there is something happening with your network connection. That would also explain why the problem occurs with ALL your machines, regardless of OS type.
wiebowParticipantOh, I should have mentioned that 🙂 I am using the shootemupeffects.eff from the download page and I think the effects used are ‘small explosion 2’ and another one of those explosions. But it doesn’t matter which effect I use though. Those explosion effects do not use animated particles as well. I myself am using effects with animated particles and they work just fine.
And a little addition to my first text: I mentioned the game stutters, but that is the wrong word. The game hangs for the time the effect lasts… It might have something to do with how I copy and add the effect to the particle manager, but that code is a straight copy from the code I use in my player object to copy the engine effect…
wiebowParticipantOK, thanks for your reply. I guess I will have to draw the center image myself so I can turn it according to acceleration vector.
wiebowParticipantHaHa! Checking out the SVN now. I like your service 🙂
But you know, I think it’s better to be able to do this in code anyway. This way, you KNOW which effects behave like this without having to refer to the .eff file.
edit: I tested it and the effect now stays around even when it is not spawning particles… Excellent stuff.
wiebowParticipantOne question though. How can I make the particle from that dummy emitter NOT die? 🙂
wiebowParticipantOK, I will add a new emitter.. That’s a good enough workaround.
I could add a new effect every time I start thrusting, but doing it this way the thrust effect scales up or down as I manipulate the acceleration stick (it’s an analogue control). It looks really cool.
As for the look: these are the basic emitters I changed a bit to suit me. I will create other effects once I have this groundwork done. Right now, I have the game working with a virtual camera to simulate scrolling, which can track any object in the game world, and the particle manager screen moves along with it. It’s really smooth looking!
wiebowParticipantThis all seems to working all right now! Thanks a bunch.
wiebowParticipantThanks Peter, looking forward to that.
wiebowParticipantThere is something wrong. I get a null value error using tlParticleManager.ClearAll()
It crashes in this method:
Method ReleaseParticle(p:tlParticle)
unusedcount:+1
inusecount:-1
unused.AddLast p
If Not p.groupparticles
InUse[p.emitter.parentEffect.effectlayer, p.layer].Remove p
End If
End Methodon this line: InUse[p.emitter.parentEffect.effectlayer, p.layer].Remove p
wiebowParticipantThis works! Thanks very much. This greatly simplifies update and render loops (well, for me anyway 😆 )
One more request: Can you extend ClearAll() or add a ClearLayer() method so it is possible to clear a single layer?
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