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Search found 355 matches

by JakSparro98
Sun Dec 30, 2018 1:14 pm
Forum: Superfighters Deluxe ScriptAPI
Topic: Is it possible to change a tile's color?
Replies: 2
Views: 108
Gender:

Re: Is it possible to change a tile's color?

Hello, Is it possible to change a tile's color using scripts? Currently is not possible to change object color through script, but as Shock said, you can give the illusion of color change for an object by removing the old one and spawning a new one. Keep in mind that you cannot spawn an object with...
by JakSparro98
Thu Dec 27, 2018 11:50 pm
Forum: By design
Topic: Performance limit of spawnable tiles
Replies: 4
Views: 145
Gender:

Re: Performance limit of spawnable tiles

I tried the map out and it turns out that the box2D engine is doing some heavy internal calculations to rebalance its internal dynamic tree and what-not - which it fails due to some hardcoded constants. Probably to handle a certain maximum amount of tiles. You're really pushing the boundries for nu...
by JakSparro98
Thu Dec 27, 2018 4:58 pm
Forum: By design
Topic: Performance limit of spawnable tiles
Replies: 4
Views: 145
Gender:

Re: Performance limit of spawnable tiles

[..]I suspect you have some algorithm that doesn't scale well with increasingly number of tiles in your code. Some nested loops perhaps. Actually Nothing mysterious is happening under the hood, yes, there are two nested loops but I'm using a coroutine to make a tile to spawn at every frame (only on...
by JakSparro98
Tue Dec 25, 2018 2:31 pm
Forum: Answered ScriptAPI Topics
Topic: How do I put a TimerTrigger's time in Text?
Replies: 7
Views: 265
Gender:

Re: How do I put a TimerTrigger's time in Text?

 ! Message from: JakSparro98
The requester has afterwards marked this other solution as the one he was looking for.
by JakSparro98
Sun Dec 23, 2018 7:24 pm
Forum: By design
Topic: Performance limit of spawnable tiles
Replies: 4
Views: 145
Gender:

Performance limit of spawnable tiles

I'm trying to get lots of tiles for a terrain generation test, I've come into the conclusion that even if the game can handle more than 2000 tiles at runtime it struggles in spawning more than that, every time I call CreateObject it sums the time it took from the previous tile with this one, and you...
by JakSparro98
Sun Dec 23, 2018 4:18 pm
Forum: ScriptAPI suggestions
Topic: Providing a more precise target of where the script crashed
Replies: 4
Views: 103
Gender:

Re: Providing a more precise target of where the script crashed

that screenshot wasn't an error displayed by the compiler, it was the visual studio's debugger in action which showed the exception raised and the source of it [..] I see, I thought it was an exception warning like java does. if what you are trying to propose is for the script users to be notified ...
by JakSparro98
Sun Dec 23, 2018 3:08 pm
Forum: ScriptAPI suggestions
Topic: Providing a more precise target of where the script crashed
Replies: 4
Views: 103
Gender:

Re: Providing a more precise target of where the script crashed

You could use visual studio debugger for this here's how the example in your thread would look like in debugger https://i.imgur.com/ByhYkkx.jpg I can assume that it was a way too simple example where every compiler will tell you that the variable is not initialized, what I'm trying to say is that i...
by JakSparro98
Sat Dec 22, 2018 9:03 pm
Forum: ScriptAPI suggestions
Topic: Providing a more precise target of where the script crashed
Replies: 4
Views: 103
Gender:

Providing a more precise target of where the script crashed

Today's situation is if some scripts crashes you are aware only of the stack trace, without the line were the crash occurred. The exception thrown by the script engine should be handled by specifying the line of code that failed, I probably guess that a reason why that is already implemented is beca...
by JakSparro98
Thu Dec 06, 2018 10:39 pm
Forum: Superfighters Deluxe
Topic: Beta multiplayer shutdown
Replies: 7
Views: 462
Gender:

Re: Beta multiplayer shutdown

We have now disabled the online multiplayer in Beta version 1.0.2c and older. Hosting and joining online will no longer be possible unless you buy the full version. [..] The bomb is dropped, I predict avalanches of new "free version" related threads at any moment... Moderators, let's stay frosty! h...
by JakSparro98
Thu Dec 06, 2018 1:55 pm
Forum: Answered ScriptAPI Topics
Topic: Is to possible to change TriggerArgs?
Replies: 4
Views: 151
Gender:

Re: Is to possible to change TriggerArgs?

pillers This is the code: IPlayer HeliPlayer; public void LookAt(IObject target) { if (target == null) { return; } IObjectFaceAtObject trigger = (IObjectFaceAtObject) Game.GetFirstObject("FaceAtTrigger"); if (trigger != null) { trigger.SetTargetObject(target); } return; } public void ButtonPressed(...
by JakSparro98
Wed Dec 05, 2018 11:56 am
Forum: Superfighters Deluxe Problems and Bugs
Topic: Blood disappears from bodies after dying
Replies: 2
Views: 103
Gender:

Re: Blood disappears from bodies after dying

I don't know if this is by design, or intentional, But if it's only bots, then that would make it mostly accurate. Since they are bots, they could be easily made out of plastic and the blood is just deteriorating off the plastic. But it's too simple to pay attention to They are not plastic-made pla...
by JakSparro98
Wed Dec 05, 2018 1:33 am
Forum: Superfighters Deluxe ScriptAPI
Topic: Possible to "Weld" the player to an object?
Replies: 1
Views: 88
Gender:

Re: Possible to "Weld" the player to an object?

Hello, Is it possible to "weld" the player to an object as if it was grabbing him? Just like the Grapple Hook script. Technically it is possible to apply a weldjoint to a player and an object, what will result highly depends to the object's mass you are attaching to the player, It could behave weir...
by JakSparro98
Wed Dec 05, 2018 12:07 am
Forum: Answered ScriptAPI Topics
Topic: Is to possible to change TriggerArgs?
Replies: 4
Views: 151
Gender:

Re: Is to possible to change TriggerArgs?

Hello, I am new to map making and I need some help with my script. firstly let me preface my issue by explaining what I want to happen. https://i.imgur.com/zscSOM2.png Suppose a player pushes the button in the image above, the button will then activate the TimerTrigger on the left side of the image...
by JakSparro98
Tue Dec 04, 2018 10:31 pm
Forum: Answered ScriptAPI Topics
Topic: Possible to check if two objects were destroyed?
Replies: 5
Views: 165
Gender:

Re: Possible to check if two objects were destroyed?

I was asking if you needed multiple object named "Unlocker" because you can use any quantity you want and all with the same customID, only when all the entities are destroyed the trigger will be activated, you could freely change the number of objects without code changes, but since you don't have n...
by JakSparro98
Sun Dec 02, 2018 8:47 pm
Forum: Superfighters Deluxe Ideas and Suggestions
Topic: An easier way to create texture pack
Replies: 3
Views: 95
Gender:

Re: An easier way to create texture pack

StarNord wrote:
Sun Dec 02, 2018 7:02 pm
[..] you can simply paste .png files into the corresponding folder of the weapon you want to replace and it'll work? [..]
Exactly, but the folder tree need to be recreated inside the document folder of SFD and NOT inside the steam game folder.
by JakSparro98
Sun Dec 02, 2018 6:53 pm
Forum: Answered ScriptAPI Topics
Topic: Possible to check if two objects were destroyed?
Replies: 5
Views: 165
Gender:

Re: Possible to check if two objects were destroyed?

Yes, but I was asking if you need more than one object with custom ID "Unlocker", for instance, you need to destroy 4-5 objects or more (you can define the number and what kind of objects simply on the fly)

Also I want to ask, if this mechanic needs to be repeated (more than one door to unlock)
by JakSparro98
Sun Dec 02, 2018 3:17 pm
Forum: Answered ScriptAPI Topics
Topic: Possible to check if two objects were destroyed?
Replies: 5
Views: 165
Gender:

Re: Possible to check if two objects were destroyed?

There are more than one object named "Unlocker2" right? it's an undefined number, it can every number, isn't it?
by JakSparro98
Sun Dec 02, 2018 2:12 pm
Forum: Superfighters Deluxe Ideas and Suggestions
Topic: An easier way to create texture pack
Replies: 3
Views: 95
Gender:

Re: An easier way to create texture pack

How about adding a utility to create your own texture pack? It would be easier than taking a converter, convert to png, edit png, move back to "", or why you can't just use png files for reskines? You create a png file, make a reskin there, and paste it into a specific folder, if the names are the ...
by JakSparro98
Sun Dec 02, 2018 1:08 am
Forum: Solved Bugs
Topic: Pink/Purple screen unhandled error at start
Replies: 6
Views: 181
Gender:

Re: Pink/Purple screen unhandled error at start

Hello I newly bought game from steam(before steam i wasnt playing). Installed. When i try to start game it starts loads everything and i can reach menu. but in the menu after a couple of seconds it gives errors : https://i.hizliresim.com/oX2QW9.png administrator launch doesn't work. All files are v...
by JakSparro98
Sun Dec 02, 2018 1:03 am
Forum: SFD Status Updates
Topic: Superfighters Deluxe is now released on Steam!
Replies: 23
Views: 686
Gender:

Re: Superfighters Deluxe is now released on Steam!

KliPeH wrote:
Sun Dec 02, 2018 12:39 am
Image

Thanks for the experience! Will be looking forward to the new challenges.
100% LoL, and I still have my character with bare head cuz I didn't manage to find and get the non-black fedora :D