CloveltOc's Forum Posts

  • Short version:

    Many, MANY 1-shot particle instances VS continuous spray instances pinned to objects

    Sorry if this is a silly question, but I've been getting concerned about numbers recently:

    Wanted to make a dynamic particle trail, so I did this: Object has "speed" variable, particle object is created every X seconds on it based on its speed. I didn't go with the "pin continuous spray particle to object" route because it seemed more complicated than just creating them individually, thinking "well, they are just particle objects, who cares if 1000 are on the screen at the same time".

    In my understanding, a particle object only uses one vertex performance wise, so does this make a difference?

  • Gigatron purplemonkey is this transparent update public yet?

  • Bump, interested as well

    Tampering with the .fx file and getting closer to make this a proper shader

    Ok, got the centering working! Going to try making it transparent now

  • Look at what is being set at the beginning. It's the mask! It covers the text at the bottom of the bg object so it gives that smooth effect.

    I don't even know why when the vertical allignment is in the bottom the text doesn't go on. Tried a few things, but came up with a rather hacky solution that works well no matter how fast you spam it!

    https://www.dropbox.com/s/ktfm9hd2f7j28 ... .capx?dl=0

    Also, no condition = every tick

  • Have you seen this, vinigames ?

  • Well, Tekniko, my idea was to build a foundation so you could understand how to make one that fits your needs, but if it is not clear enough:

    The text is constantly lerping towards its origin, but when a new line is appended the text's Y is instantly added the height of a line (in pixels), so even though a new line has been appended, it seems like nothing has changed. The text will lerp towards its origin, and the new line will be uncovered from the mask, that uses substract out (erases all beneath).

    No idea why it wasn't scrolling properly when it's vertical allignment was the bottom, but basically all I did to fix it is change it to top and the lerp value. I really can't see where the complicated part is. What do you mean with " the first line of text stays at the top" ? if you add to the append action &time, you can see that is is always scrolling. Again, I changed the vertical allignment only as an example, you can tamper with it all you want.

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  • Nevermind, didn't read what your issue was correctly.

    New .capx!

    https://www.dropbox.com/s/ktfm9hd2f7j28 ... .capx?dl=0

  • Sorry for the late response! Just set the text box's height to 144 to match the correct line-object height ratio.

  • Good to know, thanks newt ! I guess I'll stick with what I have if the formula cannot be improved.

  • I'm thinking about a mask covering the bottom of the textbox, then when the textbox has appended a new line it will go slightly (character height) under so it is covered but seems like nothing was written, then tween it upwards with LiteTween?

  • So, I've been using lerp as long as I started with construct 2. I switched to 1-n^dt after reading this, which supposedly gives perfect accuracy without worrying about the frame rate, but it is still obviously time scale dependent. I've tried multiplying by timescale, and other variants, but no luck.

    So just being curious, would there be a way of improving even more the "speed factor" of lerp so it would also support any time scale? And would the extra calculations hurt performance if many of these are called compared to the "vanilla" lerp?

  • Wouldn't having 20+ instance variables in 50+ instances constantly changing affect performance? This method made it more compact to design weapon stats too, but oh well ~

  • This is what I meant to do (I did it quite a while ago, but it works), with parameters instead of instance variables.

  • Ugh... The point of the system was to avoid creating more instance booleans/variables and make it compact. Isn't there a more clean workaround? Making a timer seems messy. I'll try it out, anyway. Thanks, blackhornet