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# ceramic
  • a

    ambitious-knife-25690

    01/27/2023, 5:01 PM
    😄
  • b

    billowy-waiter-28954

    01/27/2023, 7:58 PM
    Damn, that's cool, can't wait to have full support of haxe-ui with Ceramic and add a sample to the website to showcase it 😄
  • s

    shy-motherboard-37327

    01/27/2023, 8:50 PM
    Few questions 1. is there a way to alter how textures are scaled so that things arent so blurry when scaling the game up (so when targeting a low res and running in a higher res) 2. Are there any plans to prevent the application window from scaling due to windows dpi aware setting? 3. Probably really more of a haxe in general thing, but is there an easy way to get the cpp build/windows build working. Currently getting an issue with it not finding the compiler (i think). I do have visual studio installed with cpp support
    b
    • 2
    • 6
  • s

    shy-motherboard-37327

    01/27/2023, 8:51 PM
    ok hold nr 3 for a min. I did update visual studio and may have not added cpp support to the installation ill check that now
  • s

    shy-motherboard-37327

    01/27/2023, 9:06 PM
    Copy code
    haxe
            // Render as low resolution / pixel art
            pixelArt = new PixelArt();
            pixelArt.size(width, height);
            app.scenes.filter = pixelArt;
  • s

    shy-motherboard-37327

    01/27/2023, 9:06 PM
    this may be a hint lol
  • s

    shy-motherboard-37327

    01/27/2023, 10:41 PM
    Is there a built in way for attached visual components to follow the parent and be positioned relative to it, or is it up to us to handle that in update
  • a

    ambitious-knife-25690

    01/27/2023, 10:42 PM
    I thought it automatically did that
  • a

    ambitious-knife-25690

    01/27/2023, 10:42 PM
    iirc it is in tho
  • a

    ambitious-knife-25690

    01/27/2023, 10:42 PM
    I remember reading it in the api
  • s

    shy-motherboard-37327

    01/27/2023, 10:42 PM
    doesnt seem to. Always possible im doing something incorrectly
  • s

    shy-motherboard-37327

    01/27/2023, 10:45 PM
    Also the scene filter doesnt seem to be applied to my components 🤔
  • f

    faint-toothbrush-51643

    01/27/2023, 11:34 PM
    you have to
    add
  • s

    shy-motherboard-37327

    01/27/2023, 11:56 PM
    Wow what a dumb ass thing to miss. I think i got thrown off by the
    @entity
    metadata automatically assigning that field and somehow thought things just magically attach
  • s

    shy-motherboard-37327

    01/28/2023, 12:25 AM
    Would it be considered standard to create component versions of some built in entities/visuals to attach them to parent objects? So for example using the sprite plugin we have sprite entities, but I want to attach them to my custom entities. I therefore extend Sprite and implement Component
  • f

    faint-toothbrush-51643

    01/28/2023, 12:30 AM
    are you mixing the Component system with the Visual system?
  • s

    shy-motherboard-37327

    01/28/2023, 12:31 AM
    Potentially - I dont yet understand the difference (apart from visual being rendered)
  • s

    shy-motherboard-37327

    01/28/2023, 12:32 AM
    For this example i have a custom class that inherits from visual --> I want this entity to be composed of two sprites --> so i created a
    SpriteComponent
    class which extends
    Sprite
    and implments
    Component
    --> I attach 2 of those to the original custom visual
  • s

    shy-motherboard-37327

    01/28/2023, 12:37 AM
    Ah wait - So visuals have their own attachment system?
  • f

    faint-toothbrush-51643

    01/28/2023, 12:37 AM
    visuals and components are two separate systems, really
  • f

    faint-toothbrush-51643

    01/28/2023, 12:38 AM
    there can be situations where you would want something that's both a visual and a component, but that is not the default way that things are intended to work normally
  • s

    shy-motherboard-37327

    01/28/2023, 12:38 AM
    Yeah i just assumed it worked that way and it did "work"
  • s

    shy-motherboard-37327

    01/28/2023, 12:39 AM
    but i just changed the spritecomponent class to a base sprite and it also worked
  • s

    shy-motherboard-37327

    01/28/2023, 12:39 AM
    I think it may be a "bit" confusing that you use the same
    add
    function
  • s

    shy-motherboard-37327

    01/28/2023, 12:39 AM
    (but may make sense if more used to how things work)
  • f

    faint-toothbrush-51643

    01/28/2023, 12:39 AM
    personally, i haven't been using components much
  • f

    faint-toothbrush-51643

    01/28/2023, 12:39 AM
    and i don't use any component+visuals
  • f

    faint-toothbrush-51643

    01/28/2023, 12:40 AM
    currently, i use components for ui intro animations
  • s

    shy-motherboard-37327

    01/28/2023, 12:41 AM
    Components are one of the main draws for me
  • f

    faint-toothbrush-51643

    01/28/2023, 12:42 AM
    without talking about ceramic in particular, what exactly are you trying to do here?
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