I am working on my first app for iOS and have an option menu button that
works fine in the IDE but not in the Simulator.
When the card loads, it populates the menu options of the option menu
button from values in a field on the card
put empty into button SiteList
put "Select Site" into line
The kinds of shadows could be perfected, but I think that initially we were
only talking about there being shadows versus no shadows.
I just looked at the game, it it does size the snowball well enough, but I
notice that the frame rate is low. If the frame rate was higher then the sizing
of the
If the goal is photo-realism on Earth in daylight with few clouds you
would need to add the scattered light contribution. The scattering
factor is dependent on the wave length of light, thus blue light is
scattered most and will soften a distinct shadow, as well as make it
appear smaller.
Thanks, Kee, Mark and Richard for the responses.
Kee's feedback is exactly the kind of 'top tip' that I was thinking about. It
is specific to LiveCode and with very clear 'Why", 'What', 'Where', 'When' and
'How'.
I'm sure that a couple of top tips from the experts here would go along way
toward
On 12/24/10 11:51 AM, Peter Haworth wrote:
Thanks. I'll try 4.5.2 first to see if the problem remains. Should I
submit a bug report if the problem remains in 4.5.2?
Yes, I would.
--
Jacqueline Landman Gay | jac...@hyperactivesw.com
HyperActive Software | http://www.hy
Not arguing what will look good -- in that I would always defer to Scott --
in real life shadows from the sun do not change size in any appreciable way
no matter how high something is, because compared to 93 million miles, 1
foot above the ground is much the same as 1000 feet above the ground.
Con
On Dec 25, 2010, at 12:17 PM, Scott Rossi wrote:
>> The shadow shouldn't change size, but the gap from the snowball could
>> increase.
>
> Actually, the shadow would get smaller and lighter since the snowball is
> moving away from the ground :-)
Of course I know that, but the amount it would va
Recently, Colin Holgate wrote:
>> One way you could show the effect of rising and falling is by adding a
>> shadow that moves away from the snowball(and gets bigger) the higher it is.
>>
>
> The shadow shouldn't change size, but the gap from the snowball could
> increase.
Actually, the shadow
I want to suggest a change. When you tap and hold the snowball for the
pullback, you seem to be using the diff between the start of the tap and the
current dragged position to adjust the snowball launcher. But this means
releasing from the same place on the screen can give different results.
I'd s
On Dec 25, 2010, at 10:10 AM, Martin Koob wrote:
> One way you could show the effect of rising and falling is by adding a
> shadow that moves away from the snowball(and gets bigger) the higher it is.
>
The shadow shouldn't change size, but the gap from the snowball could increase.
_
I just downloaded it tried it game is great, I am not so great, I only got a
score of 880.
One way you could show the effect of rising and falling is by adding a
shadow that moves away from the snowball(and gets bigger) the higher it is.
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Many thanks, Jeffrey. I was really pleased to look at your code. A good
demonstration of the power of natural selection !
I did something similar some years ago, a little standalone for my students I
called "Weasel", but your code is better organised, more elegant, and it's some
sex in it (my "
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