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Yep looks like you are right! I was orignally messing with the simple light example with virtual resolution but forgot to add the Layout setting so the virtual resolution was not getting set – D’oh! But just applied that and yep the light sprite displays in the top left hand side…
Hmmm tried both:
[/crayon]Monkey12[crayon-5cbaa09f8e742824857883 inline="true" ]mouse := camera.GetMouseLocation( layer )mouse := layer.GetMouseLocation( camera )Doesnt fix the issue…
Thanks Nerobot!
Different… Diddy had everything (nearly!) under the sun and I’m very use to that workflow… I like the scene stuff in Pyro2.
Ah… I’m trying to do something similar whats the fix?
Also what you suggest on getting Canvas details in the OnUpdate method, for example canvas.Viewport.Width?
And currently we cant pass in a texture flag to GetBump in the content manager, I’ve added to my version of pyro-framework:
[/crayon]Monkey12345[crayon-5cbaa09f94c88347035347 inline="true" ] Method GetBump:Image( diffuse:String,normal:String,specular:String,specularScale:Float=1,flipNormalY:Bool=True,shader:Shader=Null,textureFlags:TextureFlags=TextureFlags.FilterMipmap)...obj._bump=Image.LoadBump( SmartPath( diffuse ),SmartPath( normal ),SmartPath( specular ),specularScale,flipNormalY,shader,textureFlags )...Hmmm looks like all the Content resources you cant set a texture flag unless I’ve missed something…
I’ve also added a OnPostRender method in screenmanager’s Screen class:
[/crayon]Monkey12[crayon-5cbaa09f94c8d219418768 inline="true" ] Method OnPostRender( canvas:Canvas ) VirtualEndWhich is called by ScreenManager OnRender method:
[/crayon]Monkey12345[crayon-5cbaa09f94c91077620283 inline="true" ] Elseif ( _currentScreen._runOnce=False And _currentScreen._started=True )_currentScreen.OnRender( canvas )_currentScreen.OnPostRender( canvas ) ' NEW!EndifThis allows me to add extra stuff such as a fader etc.
Is there a better place to discuse these changes or are you happy with this thread?
Possible bug, run the b05_shadowcaster demo and then maximise the window. The position of the light sprite is drawn incorrectly.
Yeah I only really noticed it since playing with Pyro2 and Tony’s “Jungle” example. I tried various clear colour commands but couldnt fix it.
I’m currently using Pyro2 and seeing if that meets my work flow, so Diddy2 is on hold for now…
No worries – Just wondering how you did your hack on post #3?
Bump?
August 31, 2017 at 9:29 am in reply to: Fu***ng message " *** Forbidden. Message seems to be spam. *** " #10130I’ve been getting that quite a bit too
I just had a hack around with the simplelight banana, and it is possible for 2d lights to work without normal maps.
Hoever, to make this work, I used a ‘default’ normal of 0,0,1. This is a massive cheat that may or may not look like crap depending on usage.
How did you do this in code?
Great tutorials!
Thanks Nerobot… I didnt think to pressed F2, I just thought it was the class! D’oh! That does make reading code a bit harder!
Thanks again Tony for the info.
A transition lib would be great, adding fading betweening screens makes games look so much more professional.
I might have missed but is Pyro2 source opensource on GitHub or similar?
The Jungle example is perfect, this should be in your examples folder! I was having a hard time with the Screen and adding a Scene… in the example you have:
scene=New Scene( ScreenManager )
I must be rusty in MX2 as how does that even work? You are passing a class to scene not an instance of a class???
When declaring screens is the last one instantiated the first one to be shown?
I’ve added fading to the Jungle demo example, but is there an easier way with the framework?
(I couldnt paste the code here)
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