SullyTheStrange's Forum Posts

  • I see... but that brings me back to square one: how to make a tiled background(or even just sprites) scroll infinitely.

  • I... have no idea what that cap is doing. xD Even if I just copy the events into my project, looks like there's two problems:

    • as far as I can see, it doesn't scroll infinitely. It follows the mouse for a few seconds and then it stops. I don't know if that's what it's supposed to do, or there was some error in making it, or an error on my part, etc. etc.
    • does it have to randomly generate clouds? I'm making a Super Nintendo-style game, so that would honestly look too good to fit in with all the pixely sprites. Can I get it to work with my own sprites?

    By your smiley face it seems like this is the ultimate solution to my problem, but I dunno, maybe it's going way over my head.

  • I'll implement that and see if I can get it working, then. Good thing you posted the cap, because I had no idea what you were talking about in the previous post. Thanks a million!

    Edit: Yeah, I'm not really getting anywhere with it.

  • Wow, looks great! But would that work in a Mario level where the camera's following you as you move?

  • Bump, just in case people didn't see my new question.

    (Thanks again for the answers!)

  • Alrighty, thanks for all the answers. I have one last question that I saw answered once before but I can't find it again: if you have a 128x128 sprite, would changing its height/width to 256x256 in Construct use the same VRAM as if it was a 256x256 sprite to begin with? (Assuming there's no difference in quality since these are 16-bit sprites)

    EDIT: Actually... another kinda unrelated question that I don't feel deserves its own topic if this one's still here. How do I go about making those clouds scroll infinitely? I found two solutions by searching, but it doesn't look like they can apply to what I'm trying to do.

  • Is the sprite's animation set to loop? If it is, the animation won't "end", so to speak, so the way you set it up right now it'll never destroy itself. Sooo, try unchecking "Loop"

  • How exactly does the powers of two deal work? From my understanding, a 32x34 sprite uses up the same memory as 64x64, so it's better to try to squeeze it down to 32x32 to be more efficient. But if a sprite is already in-between, at, say, 64x40, and it can't be brought down to 32x32, is there any reason to expand it to 64x64? Is that any more efficient?

  • SOLVED. New question, though: How do I go about making those clouds scroll infinitely? I found two solutions by searching, but it doesn't look like they can apply to what I'm trying to do.

    I'm using backgrounds like this:

    <img src="http://oi51.tinypic.com/2ijgmro.jpg">

    for my Mario & Sonic platformer. In the original Mario World, that background is a single layer that scrolls slower than the foreground, which looks fine, but many of Sonic's backgrounds are multilayered and look much better. So I was thinking of splitting up Mario's backgrounds into layers, but would that add an unnecessary amount to the VRAM?

    That background, for example, would logically split into five layers, for each set of mountains and clouds. Is that too much? Most other backgrounds look like they'd work with three or less layers, by the way, so they wouldn't all be this much.

    EDIT: And another related question -- what would be an acceptable maximum VRAM each level should have, for those of you who know how large the average Mario level is? Right now it's hovering a bit below 13 mb, and the level, well... barely exists yet. It's only a handful of enemies and some obstacles, only 2500 pixels wide and 1000 tall so far.

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  • Check the mask for what, exactly? It looks fine to me...

  • Very far off... A good 30 pixels, probably. I tried moving the image point up about that much to try to force it into place, but then it moved in a different direction, so I gave up on that.

    And, no, I haven't, but I'm not quite sure why that's useful here. >.> Mind explaining a bit?

  • To put all of it simply, the image points are for some reason in a different spot than where I put them when turned to the left in my platformer. It works fine facing right, but it messes up facing left. I'm using auto mirror, if that makes any difference.

    Is this a known bug that I should compensate for or am I doing something wrong?

  • One of my event sheets has 5,000, and the entire game is somewhere around 10,000. The only problem is that with that many events, the event editor starts getting slower. I have an older processor though, with a newer one the effect is less.

    But that's only the editor, right? The exe would still run fine?

  • Sorry to hear of all your troubles, deadeye, it's a shame it couldn't all work out for you. Even so, thanks a bunch for all the work you did! Even with all the warnings that they're outdated, I learned a lot from the old tutorials a few months back and I'm really grateful for all of it. Sooo, thanks.

  • Wow... that didn't even occur to me. Never used that condition before.

    Thanks a bunch, works perfectly now.