KrushBrother's Forum Posts

  • I haven't experienced the memory leak problem myself, although I did mention that my cap was getting bigger, and that it was probably going to be a problem for me soon.

    Looking forward to hearing how those with problems get on with this build.

    Cheers.

  • Well, mmf2 imports large images without any problems, and actually without hardware acceleration.

    As adrix has already pointed out, it's a hardware limitation.

    There's isn't a graphics card in the world that has unlimited VRam and bandwidth, and these things need to be taken into consideration.

    You can't just throw any amount of data at the hardware and expect it to deal with it every tick.

    MMF2 isn't using magic to load the image you talk about.

    It's just not using any hardware acceleration, so it's not limited by the hardware.

    Resource management is a basic requirement for game programming.

    You really should do some research on it.

    I'm sure there's plenty of info out there for the beginner.

    Maybe someone will post a few links for you.

    Krush.

  • This is a common error for non-programmers.

    You cannot expect to load images that size and have the game run smoothly.

    Most graphics cards will reject images above 2048x2048.

    Whilst some of the newer ones will accept 4096x4096, I'm sure very few will accept 8192x8192.

    If you're wondering why everyone's talking about 8192x8192 when you quoted 6400x4800, the image will be scaled up to the nearest power of 2 value in the graphics card.

    Use Google to find tutorials on tiling larger images.

    It's one of the most important aspects of game design, and you need to be aware of how much VRam you're using.

    Krush.

  • Have any of the Devs talked about the memory leak?

    I've noticed it mentioned in several threads, and definitely in the last 2 or 3 release threads, but I can't recall the Devs talking about it.

    Maybe they have in Chat, which I don't use.

    My main project is getting larger by the day now I've got most of the engine sorted, and it's only a matter of time before I start having these crashes.

    One of those things that can easily knock the enthusiasm for six.

    Krush.

  • it's kind of impossible to make a totally free MMO since they need to pay for the servers etc. and asking for something totally free from a big company like EA is illogical

    Which is why they shouldn't be allowed to use the word "Free".

    The latest one is the "Unlimited Internet access" (fair usage policy), which means that it simply isn't unlimited.

    While people fall for that sort of marketing, companies will keep using it.

    And considering that Advertising and Marketing have been around for an age, the legislation concerning a lot of it is pretty poor, hence companies doing what they want until they get their wrists slapped.

  • Love most of the NFS series (have a couple of them on the 360), but I despise FREE software that's not really free!

    They think it's clever marketing, but it has a negative impact on me, and I can't be the only one.

    If they'd released it completely free with no strings attached a couple of months before a new NFS was due out, I think they'd have got it right.

    I always avoid these kind of promotions.

    Krush.

  • It could also be that you're trying to open caps created in newer versions of Construct than the one you're using.

    Update to the latest version and try opening them in that.

    Most recent examples by people are written in the latest unstable version (because that's the one they're using by default), and will need that version to open them.

    Krush.

  • There's always many ways to accomplish anything in programming, but here's how I'd do it.

    Create a group called "KillMBox" and set it to be disabled upon startup.

    In that group, use Trigger Once to set a private variable to 3.

    Then, every second, subtract one from the private variable, and check to see if it's zero.

    If it is, then hide/destroy the message box and disable the group.

    Here it is:

    <img src="http://img541.imageshack.us/img541/8730/killbox.jpg">

    The good thing about this approach is that when you decide to display the message box, you simply enable the group KillMBox and it will look after everything else, including shutting itself down when it's finished.

    If you want to use it for multiple message boxes then you'll need to adjust the code to check each instance of the message boxes, destroying each one as it's needed to be, and only disabling the group when there are no instances of message box left.

    And of course, you can always change the values of the checking and the private variable to get exactly the timing you want.

    For instance, checking every 100 msecs and setting the private variable to 23 will display the message boxes for 2.3 seconds.

    Hope that helps,

    Krush.

  • I'd like to know how old he is.

    Someone mentioned him not being mature in another thread (off the top of my head I think it was you Lucid), and I think everything about his posts suggests a kid.

    I'd hate to think that an adult would consistently act and post that way unless there was a medical condition.

    Krush.

  • Hehe.

    I've just been told about this.

    It's a parody of the Alicia Keys song New York (or a parody of the Chris Moyles parody "North Wales")

    This is my City, so it's really funny watching the video of places I see every day.

    More than that, it's a good song and a good video.

    Quite funny.

    (why isn't YouTube embedding enabled on the forum?)

    Krush.

  • What advantage does that give you over what Construct has now?

    Nothing more than not having a few more files hanging around really.

  • Is there a way to print out a program that's been written in Construct in the same format you get when you "right-click>copy as text".

    It seems that selecting multiple sections in Construct doesn't allow you to get the text from all of them, just the one you right-click on.

    I'm converting my current project over to Android, and although I'm not using the method that Lucid mentioned a while back (I'm starting from scratch), it would still be useful to be able to print out sections of code for reference now and again.

    It would also serve as a hard-copy backup.

    Krush.

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  • Yeah, surely that's rendered.

    I've seen most of those effects rendered in Max and Maya plenty of times, but some of them are really impressive.

    Whether that's down to the plugin or the efforts of the modellers is another thing.

    Can't believe that's realtime on any system that's available Today.

    Krush.

  • Apart from when you require a tiling texture on part of a model, there's really no need to go for more than one texture per model.

    Multiple texture files can have an adverse effect on performance.

    This is obviously engine specific, but as an example, for a game like Trainz, where hundreds of pieces of custom content are streamed into the game as you play, if many of those assets have multiple texture files, it can really effect performance.

    For that particular game, I make sure that my models all use a single texture file, except where tiling is required along both axis, in which case you have to use a separate texture.

    However, in a construct game, I can't see performance being a problem with multiple texture files, because you have total control over the amount that are used.

    There's still no excuse for using multiple texture files though, and it's good housekeeping to get into the habit of building up your textures with all the pieces you need.

    As I've said in a couple of threads now, I'd like to see embedded textures like .x DirectX models have, and seeing as assimp supports .x, it should be possible.

    I didn't get a response to that question from the Devs in the latest release thread, and I haven't had time to test it myself (too busy with Android), but I'd like to think that it's going to be added to the 3D object, if it isn't already in there.

    Krush.

  • I think one of the reasons the Devs didn't want to add a 3D object in the first place is because of the inevitable posts like this, asking for more 3D specific features.

    I wouldn't mind seeing the 3D object having support for embedded textures (like DirectX .x models) and support for animation, but I don't think we can expect the Devs to look beyond that for a 2D game engine.

    Krush.