jobel's Forum Posts

  • I'm trying out this behavior for the first time..I'm not entirely understanding it.

    can anyone take a look and tell me what I'm doing wrong? Just trying to rotate an object towards a moving object.

    I'd rather not use the duration parameter since I don't really know the position I'm going to, I want the movement to be that same speed all the time. I think I'm just not understanding how to use this...

    https://dl.dropboxusercontent.com/u/362 ... otate.capx

    thanks..

  • I will have some planets.. only gas giants and other similar types..nothing you could land on.. has to do with the game premise.

    I unfortunately shaded my planets so I can't really spin them without them looking somewhat wrong. To do a dynamic atmosphere (or troposphere ) I'd probably have to do some sort of animation loop on top of the base planet sprite. I might look into it..

  • excellent.. yeah that made a huge difference for me when I implemented multiple parallax layers.. I have some background stars on 8,8 and some others on 12,12, other "local" bodies at 25,25 etc.. took a lot of tweaking, but its worth it..

    that first background looks great! is it a static image? or are you adding dynamic stuff to the scene? I'm building nebulas and swirling gases for each level - I have little pieces and I build them randomly around the map (not the most efficient way I don't think)... and my "radiation layer" is a tiled background..

  • Thanks.. it's going okay so far..

    I saw some of your footage, not sure if it's old or not..but I'd suggest to not make the planets spin so fast. If you want them to spin, have their rotate speed be like 0.5 or 1. And I'd also suggest put them on their own layer, Parallax 30 or something.. so they scroll at a much slower rate.. it will help give some depth and the shear "size" of space. I'm doing this in my game. see here..

    https://vimeo.com/137027609

  • I'm in the same boat as you.. I'm making my first game... so I'm about where you were on SN1..if my game doesn't make any money, then at least it's the space game I always wanted..

    The game looks pretty great so far! can't wait to play it.

  • hi,

    just wondering if there's a way to cross-fade sprite animations. Or create a blend-mode between the frames that could help smooth the animation. I could try to do it on the animation end, but was just wondering if it could happen in C2 or if anyone created anything like that (as an add-on). thanks..

  • Ashley even better! that makes my job way easier... so I can load as many redundant frames as I want and C2 will 'trim the fat' - so to speak.

    excellent! thanks...

  • so if I have different animations (for the same sprite object) that have different filenames it will only use the 1 image?? that is cool.

    I guess that's why some people complain about export times, it's doing a bunch of deduping... thanks!

  • hi,

    I have about 14 animations for my player sprite, each about 15-30 frames. There are a number of these frames that most likely use the same image. I export them from my animation software, sometimes I'm just changing a small thing that is only in part of the animation sequence. So all the animations will definitely share some of the same exact frames. However they may have different names... i.e. "BeamWeapon008.png" and "AutoWeapon008.png"

    Does anyone know if C2 will take out duplicate images (on Export) and only use one image, or is this something I have to do manually? Ideally I'm looking to optimize and not load the same image into memory more than once.

    thanks..

  • ahh yes Ashley warned against using Text objects when they are moving...apparently they create a tremendous overhead.

    Glad you figured it out..

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  • the numbers that I need to use are between -20,000 and 20,000

  • okay so here's an example:

    X:251 Y:3200

    compress:

    251 * 1,000,000 = 251,000,000 + 3200 = 251,003,200

    unpacking:

    first number:

    251,003,200 / 1,000,000 = 251.0032 (use floor to get 251)

    second number:

    251,003,200 / 1,000,000 = 251.0032 (use floor to get 251)

    251 * 1,000,000 = 251,000,000

    251,003,200 - 251,000,000 = 3200 (or just use mod)

    works perfect!

    for negative numbers:

    X:4 Y:-8

    compress:

    4 + 100,000 = 100,004

    -8 + 100,000 = 99,992

    100,004 * 1,000,000 = 100,004,000,000 + 99,992 = 100,004,099,992

    blackhornet so far this is a problem right? does this go beyond the highest value? isn't it int32: 2,147,483,647?

  • Magistross yeah I've done bit shifting, but I see that as a sort of parsing since you need to elect 16 of the bits to be one number and the remaining 16 to be a different number.

    That (decimal shifting) math is what I was looking for.. cool, thanks! the only problem is negative numbers which presents a real problem.

  • Magistross I could program parsing easy enough if it were saved as a string. I'm really asking is there a way to store 2 numbers as a single integer. i.e. do some sort of calculation to the two numbers so that a 3rd number somehow represents them both - one would obviously have to do something to the said 3rd number to "unpack" the other two...

  • is there a mathematical way to store 2 numbers (let's say x/y coordinates) as 1 number? perhaps like a seed?

    if my x/y was -3002/1506 there doesn't seem to be a way to store that as 1 number, but is there a way to store a different number that somehow can be extrapolated into these 2?

    You could maybe store them as hex and parse them out.. hex:AE would = 10,14

    I supposed negative numbers would make that even more complicated. Any ideas? it's more of a curiosity...