sqiddster's Forum Posts

  • It all really depends on what you want to do. Usually, breaking things up into smaller parts is a bad idea, unless your image is larger than 2048x2048.

    If you want to go with the detailed image, just put the whole thing into a tiled background and leave it as-is (unless it's larger than 2048x2048 pixels, but to save VRAM it should be much smaller anyway).

    If not, then just go with the simple one.

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  • tulamide actually, it seems accurate. I can draw a 10k texture with C2 no problem (other than obscene VRAM usage of course)

  • Wow... my 2-year old laptop apparently has 16k max texture size. There you go, I guess ;)

  • Keep in mind that VRAM and RAM are two different things.

  • R0J0hound, cool, thanks. it works well!

    Now, a question. If I have a ridiculously huge paster object, should I expect it to use the same VRAM as an image of the same size?

  • yeah, the maximize/minimize doesn't work, but that shouldn't be too much of a problem. it's the same for most games. Just use the browser plugin to request fullscreen.

  • Yep, it works. Just do it the same way you'd do it in a browser.

  • Hey lucid

    I'm sure you're aware of this, but this is rather concerning...Esoteric Software's product 'spine' seems to be a shameless clone of Spriter. I've been seeing well-known developers tweeting about it! What's the deal there? I'm worried people will start seeing your software as the clone...

  • Thanks, r0j0. Let me know when you get it fixed!

  • Thank you all for your kind words! Tell your friends to vote! <img src="smileys/smiley2.gif" border="0" align="middle" />

  • R0J0hound it's not about it looking crisp - it's about having the object pasted appear where it acually is. If I set the resolution to 1024x1024, the pasted object appears as a different size and position as the original object.

  • This is fantastic. It looks like I'll be able to use this to significantly boost performance all over my game!

    However, I'm a little confused with the 'resolution' setting. It seems like I get a 1:1 ratio (i.e. pasted object in same position/size as the original object) if the X and Y resolution are window width and height, respectively. This is all well and good, however for some reason setting resolution every tick breaks the object.

    You can see the issue in this capx.

    Any idea why this is happening? I have to set resolution every tick to make sure the game supports the user resizing the window.

  • The best way to get around this, I've found, is to have an 'object dump' layout that you never run, but has an instance of every object on it so C2 knows their initial parameters. It works great for me.

  • I've noticed this same problem. Not sure it's a resolution problem either...

  • Yeah - a good rule of thumb is any time you'd use 'per second', you'd use dt. keep in mind some system expressions/conditions/actions already incorporate dt, e.g. timers, every X seconds, etc.