newt's Forum Posts

  • Its a good example, but for the "big picture" you should compare power of two textures, and frame rate.... there's always a trade off.

    For even more optimization check out the tiled background object with P^2, and non P^2 versus frame rate, and ram of your images.

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  • Haven't used MMF, but I have Game Maker, and as Lucid said GM isn't even in the same class.

    If I were to continue the comparison in metaphor I would say GM is a program with a front end like a bike with training wheels, and the back end like an eighteen wheeler.

    Obviously a huge learning curve in between.

    On the other side of that I would compare Construct to a hot rod in the making, put together by a couple of shade tree mechanics. Now in this case the front end, is just about as powerful as the back end, even though its pretty much street legal, it still needs a lot of work.

    Both programs can have seemingly random crashes, like just about any other program out there.

    But unlike most closed software out there, if you can identify the problem, there's a good chance it will get fixed in Construct.

  • Aside from the Shadow Caster behavior, your options are a dummy skewed horizontally, a distort map, or a pre rendered shadow.

  • this is kind of what i was thinking of making:

    if i just drew the tiles on screen, collision detection and path-finding wouldn't be able to happen else were.

    Well you would have to keep track of that in the array using another method other than collision detection... virtually.

    [quote:3akgrqcg]and if you used the canvas object to paste tiles that change type, wouldn't you have to remake all the tiles and paste the current changes. I assume that would just cause massive dips in fps

    Not really, canvas is very fast, but you would have to do some sort of quadrant scrolling.

  • Thanks

    If you replace every x miliseconds with

    system evaluate

    int(Sprite3.X)-25>(Sprite2.Value('var')*10)

    It should work pretty good.

  • I think your only option for something like that is to lower the tile count by only creating sprites when they are on screen. A virtual map kept in the array basically.

    You can also lower the tile count by pasting them into a canvas.

  • That is just plain brilliant, and looks quite understandable, even for my small brain capabilities.

    Not sure I understand it, but yes it is brilliant.

  • Didn't quite get the timing right, but its all there.

    http://dl.dropbox.com/u/666516/pageroll.cap

  • Try overlaps, or overlap at offset, and trigger once.

  • Why not just do it via email?

    Heck you could probably even have the demo/installer do it for you.

    Just have the game send a request to paypal to bill them, and on the conformation page/email from paypal you can have a password for the game.

  • Oh well the only water I saw was under a bridge.

  • Ever since the line object came out I've been dying to try a node system.

    -line(pv) = on

    --line set start point sprite image point (a) x,y

    blah blah bla

    Sounds pretty cool, keep it up.

  • What part, the wave or the bubbles?

    For the wave I'd suggest one sprite with 2 or 3 frames.

    For the bubbles just use the particles object with gravity set to up, and x randomization to the width of the water.

    Here's an image you can use.

    <img src="http://dl.dropbox.com/u/666516/partclbub.png">

  • Make your own?

    http://puppylinux.org/