GE 1.5 preview (MacOSX/Win)

Questions, comments and discussion about the Game Editor development.

Re: GE 1.5 preview (MacOSX/Win)

Postby akr » Tue Aug 02, 2011 12:40 pm

Yes, applyforce is the way to do it. This enforces a motion of a dynamic actor. Like shooting a ball with a cannon.

Still thinking how to implement follow mouse....
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Re: GE 1.5 preview (MacOSX/Win)

Postby akr » Wed Aug 10, 2011 7:00 am

Gents, follow mouse thinking finished. See here: viewtopic.php?f=6&t=10863

Lemme know your thoughts!
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Re: GE 1.5 preview (MacOSX/Win)

Postby skydereign » Wed Aug 10, 2011 8:03 am

Congrats, definitely a worthwhile feature. Going to boot up windows to test.
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Re: GE 1.5 preview (MacOSX/Win)

Postby akr » Wed Aug 10, 2011 8:30 pm

Thanks Sky! I studied your tickets. Especially the one allowing actors to be specified when calling a function. Your are right (applyforce...).
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Re: GE 1.5 preview (MacOSX/Win)

Postby 157pl » Fri Sep 30, 2011 3:09 pm

i think it would be good to have a simple and complex collision toggle switch
i would think that would be less glitchy and useful for platform games
(by simple i mean that the objects just don't pass each other.)

im tired of falling through the floor :lol:
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Re: GE 1.5 preview (MacOSX/Win)

Postby 157pl » Fri Sep 30, 2011 11:00 pm

i just tried it it works well
it would be nice to have a rotation variable
i found it does not work with x infinite or y infinite
full screen does not work eather
is there a way to change the gravity other than applying force


this is really amazing i never thought i would get this good of collisions out of ge
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Re: GE 1.5 preview (MacOSX/Win)

Postby akr » Sat Oct 01, 2011 9:02 am

157pl wrote:i just tried it it works well
it would be nice to have a rotation variable
i found it does not work with x infinite or y infinite
full screen does not work eather
is there a way to change the gravity other than applying force


this is really amazing i never thought i would get this good of collisions out of ge

Thanks for letting us know.

I was advised by maks not to introduce more actor variables. I know what u mean. Maks is afraid of performance issues. Will think about that...
infinite...never thought about that. Will try.
Whats with fullscreen? Should work. Strange...
Not yet. Will implement applyImpulse also. This will be the way in future we influence objects. You can also move around static objects if u want.
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Re: GE 1.5 preview (MacOSX/Win)

Postby 157pl » Sat Oct 01, 2011 4:09 pm

i think it would also be nice if you could rotate and scale normal actors
sometimes you just don't want all the fancy physics
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Re: GE 1.5 preview (MacOSX/Win)

Postby akr » Sat Oct 01, 2011 5:41 pm

It is. Try SetScale(10);

Its not part of the actor dialog yet. Reason: compatibility to the tutorials.
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Re: GE 1.5 preview (MacOSX/Win)

Postby Game A Gogo » Sat Oct 01, 2011 6:57 pm

akr wrote:Its not part of the actor dialog yet. Reason: compatibility to the tutorials.

I though tutorials were already not compatible...

also I can confirm it doesn't work fullscreen, just goes into window mode
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    Respect it.
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Re: GE 1.5 preview (MacOSX/Win)

Postby akr » Sat Oct 01, 2011 7:06 pm

Will look after fullscreen.

But I like the tutorials. Maybe I should build a new one with the new features.

Deleted not compatible ones. To ensure that space invaders, platform game e.g. continues to run the old dialogs need to be the same size and layout for standard actors.
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Re: GE 1.5 preview (MacOSX/Win)

Postby 157pl » Sun Oct 02, 2011 5:44 pm

with normal actors
if you scale the actor it does not collide with anything
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Re: GE 1.5 preview (MacOSX/Win)

Postby akr » Sun Oct 02, 2011 8:39 pm

Yes. This is important to notice. Normal actors do collide by pixel to pixel comparison.

Scaling and rotating actors do engage the opengl engine. ge is no longer able to have sprite collision maps in background to compare.

Thus u need to work with physic actors. These actors get verticies drawn around automatically upon creation. U can see this in debug drawing mode.

This is the only change to realize a collision. When these verticies collide, ge gets a collision event. Try this.
Co-Developer of GE engine

If u are interrested in new features of apple or android ge engines check the engine support website game-editor.net regulary.
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Re: GE 1.5 preview (MacOSX/Win)

Postby benzoe590 » Sat May 04, 2013 1:06 am

I can't export my game using this new update. I'm trying to export it as an exe but it's not exporting. Please help! I don't want to use this current version until there is a patch or somebody figures out what I'm doing wrong.
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Re: GE 1.5 preview (MacOSX/Win)

Postby skydereign » Sat May 04, 2013 2:00 am

benzoe590 wrote:I can't export my game using this new update. I'm trying to export it as an exe but it's not exporting. Please help! I don't want to use this current version until there is a patch or somebody figures out what I'm doing wrong.

1.5 is not a full release. This version does not export games, and is only meant for trying out the new physics implementation.
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