Davioware's Forum Posts

  • When asking for help it usually helps if you post a .cap.

    Anyways,

    Try setting your text object's position to (32,32). An object on a layer without scrolling needs to be positioned with taking into account (0,0) as the top left corner of the window. It will stay in whatever relative position to (0,0) it is placed.

  • Do you mind listing the executable games and tutorials you said it comes with? Also, Wow, and WTF!

  • Why don't you just set the size on creation?

  • I'm really surprised Deadeye was the only one to call it...

    April Fools.

    You guys actually thought I would make my game look like this?

    I would never want to break the original atmosphere of the game, especially now with all the new levels.

    I will do a proper to-scale painting with upped graphics soon though (just to test the look), since this was just an ugly copy pasta of a bunch of sketches I did quickly yesterday before going to work.

    I'm glad I got some genuine frowns, haha.

  • That's the idea.

  • Cool, I can't wait to see how this is done. I tested it out, and it works well.

  • Diablo II doesn't even have to use VRAM. It's minimum requirements are only 32MB of REGULAR RAM. If Diablo II can do that with 32MB of RAM, well, most people here are making games that take more than that in VRAM already...

    Like newt said, the Diablo 2 engine is not the Construct runtime. Old isometric games that use tons of image data have a number of optimizations that make them much less intensive than if they were using the Construct runtime. They use color palettes to save space, and who knows what else... perhaps they load images into ram and draw them on the screen in a special way that works in the game, but is inefficient for an all encompassing runtime like construct. Once, for fun, I loaded all 500+ frames that a single infantry unit from red alert 2 uses. It took forever to load the preview. Were talking like 30 seconds for one unit's frames.

    So you're saying Construct is not good enough to do this well?

    Construct is not the optimal solution to making an image heavy isometric game. Still, it's probably the easiest and best way to go about making one, if you're careful with texture space.

  • Ashley seems pretty opposed to the idea and I guess she's free to work on the project in the way she's most comfortable with

    *Cough*... Ok, honest mistake.

    But yea, the tracker is the best place for bugs. A forum would be so disorganized it's not even funny. Also, bug reports without detail or .caps are next to useless, which is what 90% of the forum posts would inevitably end up being. The tracker forces you to give some detail. It's better to keep everything in one place anyway.

  • The most efficient way is to avoid loading big images like that. Are you sure you can't just make the background out of smaller instanced objects?

    Or, would I be better exporting the background image as one oversized power-of-two image (in this case, 1296x1296)?

    No, don't do this; some (most?) newer graphics cards can handle textures that aren't square. Whenever possible, try to make square power of two textures, but if you absolutely need a big rectangular image, just keep the texture as small as possible, and try to keep height and width the smallest power of two possible. Don't add blank space just for the hell of it; You lose performance for both the old and newer graphics cards that way.

    would I be better off cutting up each backdrop into a sequence of power-of-two tiles, say 256x256, and importing them as seperate objects?

    You save some VRAM this way, especially if your texture is a really irregular shape.

    But like I said, always try to use small objects to build the background, if possible.

  • I haven't used it much, but I bet my bottom dollar that it's buggy. Any objects that haven't been used extensively by the masses are undoubtedly riddled with obscure bugs. Then again, you might just get lucky. But for something as complicated as the layout object, I wouldn't count on it. Pave the way brave tester.

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  • Yea, you might not want to rely on that. You will just build on your errors, and it could get out of hand if the game gets big... As you add more to the code. Go back and check everything and try to figure out why it "works" or doesn't. And yes, I've had this situation, but I try to fix it right away.

  • Some unstable builds are actually more stable than the stable builds.

  • I still don't see the point to this. I need a better explanation or an example.

    Id say it would be useful for when you only want one collision mask.

    What do you mean by only want one? Why would you only want one? When is there two ?

  • Looking great lucid. Can't wait to see more, especially the scripted animations. Keep it up!