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Derik Digital

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A member registered Jan 03, 2021 · View creator page →

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I appreciate the response, thankyou! Your suggestion about a custom window is smart, and I might check it out. Just to make sure I understand, the idea is that rather than using a windows popup menu with this extension, I'd just make up my own menu and render that to a secondary window? 

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The documentation says "It might be possible to implement non-pausing popup menus in the future, but the menu bar / system menu would still pause the game.", and I'm wondering if this is something you've gotten a method for since this was released, or if you have plans to add that feature anytime soon? It would be useful for a few of my projects to have such functionality.

Just tested it, and on LTS it works both in VM and YYC for me. LTS is honestly fine for my project, but I do generally prefer to use BETA, will keep an eye out for if you are able to find a fix sometime. As always your extensions are awesome, thanks man!

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Thankyou for the quick response! I'm still struggling to get it to work :/ I've tried disabling those graphics settings in windows. I've also tried compiling the demo yyz and that doesn't work but your precompiled demo does work. I've tried VM and YYC with the same results.  I've even tried restarting my PC after changing that setting and nothing.  I'm using the latest GM beta

Trying to do a virtual pet and I'm seeing that running the compiled demo works fine, but when running from the IDE the window background is black. Any solutions or workarounds?

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Hey in the documentation it says to use this with PPFX you need to use this function:

"screen_transition_set_render_surface(ppfx_get_render_surface(ppfx_id));"


However I had to use 

"screen_transition_set_render_surface(ppfx_id.GetRenderSurface());"


I'm sure this is just because PPFX was updated, thanks for the great assets.

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Hey, I'm experiencing a weird artifact with the fisheye distortion on android right in the center. It looks like a tiny box the color of pixels directly behind it, like a single pixel stretched out. Its unaffected by different FOV values and doesn't appear on desktop.

**EDIT**

Not even thirty minutes later! I fixed it, adding "precision highp float;" to the top of the fragment shader fixed the issue.

So good :D love it ge! awesome tie in with zatcd!

Eyyyy !