Aphex's Forum Posts

  • does it always remember picked objects or how do you set this

    and do you always use a text object to set the function

    i just want to pass them to the function but dont know what else you should use

    my example:

    functiontxt set text to Function.setstartvalue(1000,1000,300,1)

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  • no, not with timescale, timescale is global, but i was thinking of countering the effect where needed like with slowdowned sounds, the pro is with timescale you got an instant pauze effect , while doing eventwise, will complicate things but could be the only solution

  • im just looking into timescale stuff,

    i want to set the timescale to 0 and then give orders to my units,

    when completed set to 1 and the orders are carried out

    the only problem i can see is with the sound, like if you have a background sound or clicksound,

    i was thinking of adjusting the pitch to normal speed, is this posible?, any other idea's or suggestions

  • h?h? tried it, pretty cool, if you set the timer to 1 you get epilepsy

  • thanx for the great reply's definetly clears some things up,

    oh and for the line question , its a sprite width set to two points and this can be any angle, any length

    im using the warp effect on it, and its pretty cool, so this means it will render the full bounding area of the line? hmm no real alternative to it, it seems, not that it goes slow, but i have a hd 4780 card, so nothing gets really slow

  • thanx, if you play with the lightning settings a bit, the normal map effect is more obvious,

    intensity to 2 and lightdirection 0.5 for xyz and its better

  • made this a little while back when testing some things,

    its a seamsless moonsurface 512x512 i think

    its has also normal mapping applied

    free to use it, let me know if ya like it

    http://dl.dropbox.com/u/3011659/moonsurface.cap

  • hi,

    been asking myself alot of questions about texture size and events, what would be best way to do this and so on, been reading some post and most end with saying "worry about rendering speed",

    so i decided to start some optimalization topic mostly about that. feel free to add and answer or if you have tips for some things, please post it

    if you have a graphic of 512 x 512 and you resize it to 32x32, what is the final output, will it take more resources to work with the texture , than an original 32x32 graphic

    an to the same, if you have a 512x512texture and make it 1024x1024 will it work faster then an original 1024

    if you have like a line spread out between points, it will take the square space that is needed to draw the line, will this affect renderingspeed much, if its very big, like 2000px, or

    will it not take much as its just a line?

    whatever is set invisible has no influence in render speed? or does it take cpu to calculate , lets say a texture of 512x512 invisible will take less cpu then 1024x1024 invisible to translate,

    is invisible the same as opacity 0 ?

    is it better to cram everything together in the same for each "object" action or dont worry about it an split it up as much as you want for better overview

    if you have an area of 10000 by 10000, and there is some activity in places, is there something you can do to make it less cpu intensive or will the extra eventchecking make it more intensive

    if you zoom out, very far, more objects are rendered would it be a good thing to exchange the sprite with something smaller or less detailed, set the sprite to frame 2 for example

    , or hide things that arent showing anyway, like particles

  • wow i just stumble upon it while doing a refresh, and whats this ,wow very nice

    edit: the only nitpick is that the standard gray text need some more contrast, for readability

  • ask ... The Architect ...

  • i guess my real problem with the eventeditor is how events are added and managed, it feels so bloathed, like changing an object in the actions, you need to backtrack you steps to change it, then again go over the events you put in and then you changed your object, pheww..

    and also for example when you have an always event it would be nice if you could highlight this en just write first letter of for example every milisecond > enter > type milisecond > enter> done

    and in this context i thought importing text would be an idea to speed things up, but yeah a different aproach would be better, but all this cannot be done/changed for construct1 , i get it

  • the first point was just an idea, and dont see why it absolutly wouldn't work, and wouldn't have to type it in, just copy it from existing things, to me the eventcode is still a bunch of text/code with a different formatting

    what makes it so different is that there a so many existing functions to use that are directed to games and easy to understand,

    the ability to translate text to code would just speed up the creating of that code, but then again, so would import eventsheets or a faster way to add them

    ow yeah .. i think exporting to text is a must fix

  • well yeah i was thinking about that too, maybe it could work , if all unkown data would mark it at such and then you create it by replacing it or creating it.

    that said, i would just like to export everything to text, so i can print, review and maybe expand on it by using the right syntax so then i can concentrate on putting it all into construct , i feel that making the events can sometimes take you out of the flow

  • im not aware of any good print method for printing out the eventcode,

    also the text copy doesn't work very good

    if there was a better copy function, you could optimize, plan and improve code in a text editor

  • you can "set pivot point" by events maybe that can help