LsJack wrote: ↑Thu May 23, 2024 6:35 pmcould you upload the .zgeprojet of the isometric example?
Sure, i swapped out the model & textures with procedural alternatives for filesize & copyright reasons ( and added a bit of movement ) .. but aside from that it's the same thing.
Hi Tomi, It's simple Pythagoras theorem :wink: So .. by default the camera is positioned at 0,0,10 and uses a perspective projection with a FOV of 45. When you create a diagram of that situation viewed from the side ( over the x-axis ) it looks something like this: https://i.imgur.com/f0YPyLO.png Yo...
Hi Tomi, so is ZGE basically uses 3D projection, even in the case of a 2d program? No, you don't have to use a 3D projection if you don't want to. Simply add a Camera component to your project and configure it to your needs .. below is the exact same scene viewed using 3 different camera configurati...
Hi Tomi, Should I use some kind of "UseMaterial" before the RenderText to get the wished characters, as you used in your example? The built-in font only contains ASCII characters. So you need to provide your own font that has all characters you want to use. Attached is the example i used i...
Hi Tomi, ZGameEditor stores project files ( .zgeproj ) using ISO-8859-1 encoding. As far as Hungarian is concerned, ISO-8859-1 is missing Ő,ő,Ű,ű. If you can live with typing Õ,õ,Û,û instead, you can simply adjust your font to still render Ő,ő,Ű,ű. https://i.imgur.com/vgJL8ka.png Alternatively you c...
Hi Tomi, When I moved a 2d bitmap (so, I changed the Position.X and Y of this model) in my first test program with the default settings, the left and right edge of the screen can be found at -5 and 5 values, while top and bottom are at -3 and 3. By default ZGameEditor uses a camera with a perspectiv...
Ats wrote: ↑Tue May 21, 2024 9:39 amI always thought that 'OnPressed' was the equivalent of 'just pressed' since it is conjugated in the past and not called 'OnPress'.
Yea .. this can be a bit confusing as the terminology isn't consistent among platforms / engines
Hi guys, Here's a quick loop + key code scanning to type with the keyboard @Ats: You can do this exact thing a little bit easier actually, like this: <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name="App" Caption="ZGameEditor application" FileVe...
Hi Ats, I'm just wondering: I'm attaching the Sample to Sound_SFXR before playing them. So far, there haven't been any issues playing multiple sounds simultaneously. So, should I continue using a single Sound object for all Samples, or should I consider creating multiple Sound objects, one for each ...
Hi Ats, Apart FilterCutoff and FilterQ, are there other ZGE filters that can be applied in real time to those generated sounds? Like BaseNoteNr or Osc1Waveform? Are those filters instantaneous when playing the sound? I'm a noob when it comes to synth :lol: If your Sound component uses a Sample it ov...
Hi Ats, Nope, this is still crashing. But buffer.SizeDim1 = S + 4; works fine :lol: Ah .. in that case it's probably a rounding-error caused by the SampleExpression. Try the following: - Add a MySampleIndex ( type = int ) variable - Change the SampleExpression to "this.Sample = buffer[MySampleI...
The only "crashes" / errors i'm seeing on my end are "array access out of range" errors. You need to make sure your buffer array is large enough to fit the sound you're generating. But perhaps you're getting different errors?
Hi Ats, Weirdly enough, KeyPress:KeyPress isn't an issue. You can't use KeyPress as variable type in the scripting language .. while you can use File / Sample / Sound. But now I'm wondering if sfxr could be wrapped to work as an external library (dll and so), just like ZGEBullet, so that we could sy...