Search found 192 matches

by MD
Mon Jun 02, 2008 10:24 pm
Forum: Suggestions and Feedback
Topic: Zetaflow Needs Some People
Replies: 10
Views: 6708

Indeed, people have come and gone quite a bit, but there seems to be more leaving then joining lately. I'd like to see the site grow and everything, but honestly I really don't know what I'm doing what it comes to managing a community. Lack of time makes it that much harder to learn and experiment. ...
by MD
Sat May 10, 2008 2:21 pm
Forum: Suggestions and Feedback
Topic: Linking bug
Replies: 2
Views: 4556

Ya, the core should never have a parent part set, as is it gets into an infinite loop that looks like this: core -> part (core's child) -> core (part's child) -> part....repeat. I'll throw something in there to not allow that to happen.

Thanks
~MD
by MD
Tue May 06, 2008 8:04 pm
Forum: News
Topic: Update - Some Triggers
Replies: 5
Views: 7909

Sasadad wrote:

Code: Select all

makeTrigger,death,enableGun,2,6,7,8,10,11,12
to make it so when part #2 dies, parts 6,7,8,10,11, and 12 activate.
That's entirely correct, it should work!
by MD
Mon May 05, 2008 9:26 pm
Forum: News
Topic: Update - Some Triggers
Replies: 5
Views: 7909

Update - Some Triggers

Finally an update! only a small one though. I changed the layout of the AI code window, hopefully it's a bit easier to use. Most notably however are the 3 new AI commands, 2 of which are triggers...have a look for yourself and you'll see what I mean. Also, don't use the "makeSwitch" comman...
by MD
Fri May 02, 2008 11:11 pm
Forum: Editor Help
Topic: CoreGun: Double
Replies: 2
Views: 4244

Yup! see this post

Basically, just type coreGun_double into the AI text box

~MD
by MD
Thu May 01, 2008 11:48 pm
Forum: Level Design
Topic: The Machine Series!!
Replies: 10
Views: 7830

The machine series is indeed awesome, Sasadad!

Trevor: you may want to consider setting your victory level to hidden so that players will get to it by defeating the previous level first; and in fact you may want to hide all of the levels except the first one, your choice. Nice levels too

~MD
by MD
Fri Apr 04, 2008 11:17 pm
Forum: Suggestions and Feedback
Topic: Acceptable Level Naming and Graphic Designs
Replies: 3
Views: 4917

I completely agree, I've deleted several levels already that fall into the garbage category since Zeta Flow went online. I'm more than happy to keep things tidy, let me know when you find such levels as I don't usually get a chance to play all of them.

~MD
by MD
Fri Mar 14, 2008 11:32 pm
Forum: News
Topic: Update - Colours
Replies: 8
Views: 10318

can you set things up for users to get a notice about forum updates without them having to log into the forum. I know we get an update to responses, but I'm talking about stuff that falls outside of that. Certainly! there's already a system in place for that, although it's probably not obvious to m...
by MD
Fri Mar 14, 2008 10:02 am
Forum: News
Topic: Update - Colours
Replies: 8
Views: 10318

Regarding invincible parts, since the colours can be changed I'm not enforcing the colour to light blue except on parts that are their original colour. I could change the colour of invincible guns (if they have their original colour) too if you'd like. The reason I don't change every invincible part...
by MD
Thu Mar 13, 2008 6:32 pm
Forum: News
Topic: Update - Colours
Replies: 8
Views: 10318

Update - Colours

You may now customize the colours of your creation!

Feedback welcome.

~MD
by MD
Sat Mar 01, 2008 10:52 pm
Forum: Off Topic
Topic: Hey everyone!
Replies: 10
Views: 10166

Indeed I've been busy too. It's nice to see everyone is still around though. By the way, I'm slowly working on custom colors for parts. There's just a few things I have to do before I will upload it. Hopefully that will encourage some more creativity. Keep the [ zeta ] levels flow ing. :wink: ~MD
by MD
Tue Feb 26, 2008 5:36 pm
Forum: Suggestions and Feedback
Topic: Strange Things
Replies: 2
Views: 2008

That is strange, I can only guess at why that happened. Perhaps there were connection issues of some sort. Also, it says here that your account was created two weeks ago on Feb 14, which means your account did exist the entire time. Make sure you're using rotatePartToShip for pieces, as rotateToShip...
by MD
Tue Jan 29, 2008 10:02 am
Forum: Level Design
Topic: Art Levels... The True Zen of Zeta Flow?
Replies: 31
Views: 21044

Nope again, it has to recalculate angles and position seperately for each part regardless. Because the parts aren't actually connected, more like floating at a specific point and angle around its parent (which is different for every part, or assumed to be different). Although code to rotate a piece ...
by MD
Mon Jan 28, 2008 10:14 pm
Forum: Level Design
Topic: Art Levels... The True Zen of Zeta Flow?
Replies: 31
Views: 21044

Nope, it'd be about the same. The most important factor in terms of speed is simply the number of parts, the more there are the more laggy it is.

~MD
by MD
Sun Jan 27, 2008 1:12 pm
Forum: Level Design
Topic: Art Levels... The True Zen of Zeta Flow?
Replies: 31
Views: 21044

I was under the impression that the objects were vector graphics and the scale had no impact on performance. Am I wrong? That's correct, scale them as much as you please. In fact, less big ones would run faster than many small ones. And it is interesting to see it being used as a webtoy; that's one...