Search found 2277 matches

by VilleK
Wed Feb 21, 2007 11:59 am
Forum: Your projects
Topic: First testing app :)
Replies: 5
Views: 8049

You can still have varied levels using code like: if(levelNr>5) { //spawn new kind of enemies on higher leves } if( frac(levelNr/2)==0 ) { //even levelnr: one kind of obstacles } else { //odd levelnr: other kind of obstacles } But I see your point, and I will put file input/output on the feature req...
by VilleK
Wed Feb 21, 2007 11:56 am
Forum: General discussion
Topic: The New Question about ZGE :)
Replies: 5
Views: 9422

You could make part of the snake a model, called SnakeBodySegmentModel or something. So you will have SnakeHeadModel spawning a SnakeBodySegmentModel that will follow the head. After a while a SnakeBodySegmentModel spawns a new SnakeBodySegmentModel which should follow the segment that spawned it. H...
by VilleK
Tue Feb 20, 2007 4:13 pm
Forum: Your projects
Topic: First testing app :)
Replies: 5
Views: 8049

The first ZGE application not written by me :D Cool! Hmm... file support is not a feature yet. It might come in a later version. Try to use procedural techniques. Instead of having each level in a file use something like: Calculate difficulity for new level: NrOfEnemies=LevelNr * 5; NrOfObstacles=Le...
by VilleK
Tue Feb 20, 2007 4:02 pm
Forum: General discussion
Topic: Me again :D
Replies: 1
Views: 4715

Try this: Player category 0 Wall category 1 Define collision 0 versus 1, player vs walls. Define collision 0 vs 0, player vs player. Then in OnCollision on PlayerModel, you test with an expression what the player have collided with. if(App.CollidedCategory==0) { //do something } else if(App.Collided...
by VilleK
Mon Feb 19, 2007 8:42 am
Forum: General discussion
Topic: The New Question about ZGE :)
Replies: 5
Views: 9422

You need Arrays :) Or some kind of list/vector. Unfortunately that is not yet supported in ZGameEditor. It is the same thing with connecting models, if you mean connecting them they way like in a "snake" game. I cannot think of any easy way to achieve this without adding more scripting com...
by VilleK
Sun Feb 18, 2007 12:36 pm
Forum: General discussion
Topic: Question about ZGE
Replies: 2
Views: 6580

We want to have collision between walls and player. PlayerModel is category 0 (default) WallModel is category 1 So DefineCollision needs to have Cat1 to 0 and Cat2 to 1. Or the other way around, it makes no difference. And since DefineCollision.Cat1 is zero by default, we do not need to touch it. I'...
by VilleK
Sun Feb 18, 2007 12:31 pm
Forum: General discussion
Topic: A bug or something
Replies: 1
Views: 5997

That's a good bug report!

I can reproduce the problem, and will fix it in next release.

It stops logging "refresh mesh" as soon as you add a producer, like a MeshBox.
by VilleK
Sun Feb 18, 2007 12:26 pm
Forum: General discussion
Topic: General comments
Replies: 1
Views: 5803

Mattias you're the man :) This is very useful feedback, thank you! I will look into all your suggestions. I assume you are using a standard XP-computer, and not Vista or some special GUI configuration? Yes, the icons need more work. Several of the better looking icons are from the Eclipse-project. T...
by VilleK
Sat Feb 17, 2007 11:39 am
Forum: General discussion
Topic: ZGameEditor first experience
Replies: 1
Views: 5696

Hey! Many thanks for those supportive comments Boris :)
by VilleK
Sat Feb 17, 2007 9:30 am
Forum: General discussion
Topic: Tutorial 3: The "OneButton" game application
Replies: 4
Views: 9447

Tutorial 3: The "OneButton" game application

The third tutorial is online now: Tutorial 3: The "OneButton" game application . It is a tutorial that will guide you through making a little game. Note that if you plan to follow the tutorial you will need the latest 0.92 beta of ZGameEditor. Please check it out, and help report any error...
by VilleK
Sat Feb 17, 2007 9:14 am
Forum: Releases
Topic: ZGameEditor beta 0.92
Replies: 0
Views: 9189

ZGameEditor beta 0.92

This is the third release of the beta version. Changes: *"OnRender" new property on AppState component *Comments on components are displayed in the component tree *Name of the current project is displayed in taskbar *Various minor bug fixes Note: If you are using Firefox 2.0 as a browser, ...
by VilleK
Tue Feb 13, 2007 6:58 pm
Forum: General discussion
Topic: Tutorial 2: The "Hello World" application
Replies: 7
Views: 12214

That's great, John :)
I'm working on a new tutorial that will probably be ready this weekend.
by VilleK
Tue Feb 13, 2007 4:47 pm
Forum: General discussion
Topic: Tutorial 2: The "Hello World" application
Replies: 7
Views: 12214

Hi! Please answer these questions for me to find out what is wrong: 1. Do you get sound when trying the sample projects, like ZPong? 2. Did you try downloading the finished HelloWorld-file at the end of the tutorial? I know that version works for me. 3. Do you get an error message? And to answer you...
by VilleK
Sat Feb 10, 2007 2:27 pm
Forum: General discussion
Topic: Tutorial 2: The "Hello World" application
Replies: 7
Views: 12214

Tutorial 2: The "Hello World" application

The second tutorial is online now:

Tutorial 2: The "Hello World" application.

Please check it out, and help report any errors or omissions in the tutorial.

I plan to write some more advanced tutorials next week.
by VilleK
Sat Feb 10, 2007 2:11 pm
Forum: Releases
Topic: ZGameEditor beta 0.91
Replies: 0
Views: 9082

ZGameEditor beta 0.91

This is the second release of the beta version. Changes: *tool-folder label was too short in the external tools dialog *16-bit color windowed support improved, font is still not transparent however *error message for invalid property name in expressions changed *pressing escape while previewing appl...