Yaottabyte's Forum Posts

  • Hi try this, may be useful.

    OS DETECTION

    http://dl.dropbox.com/u/74660811/examples/os_detection.cap

  • Hi try using RTS behavior, set all params until you get desired response, dont forget unmark rotation

    look on this example how i move the item for each menu option...

    http://www.scirra.com/forum/a-nice-titlemenu_topic51492.html

  • And here a quickly overview as the process to load dynamical textures from disk.

    <img src="http://dl.dropbox.com/u/74660811/examples/sprite_facts3.png" border="0" />

    All texture assignments made with Texture Setter object.

    EDIT: important to be warning... when using this method, before destroy any textured TiledBackground being used by any other sprite object, must destroy first all sprites using that TiledBackground textures, so then you can create TiledBackground again and use their texture in your sprites as well.

  • Well there is a couple of image to try illustrate my idea and concepts.

    this is how normally construct manages Sprites.

    <img src="http://dl.dropbox.com/u/74660811/examples/sprite_facts1.png" border="0" />

    This is how must be the VRAM after apply my method.

    <img src="http://dl.dropbox.com/u/74660811/examples/sprite_facts2.png" border="0" />

    above you see 1 Sprite object, 3 Tiled Background and 5 more instances of Sprite. So just 3 textures was used, reducing VRAM usage and texture still reusable... Using UniqueSprite you will have a texture for each sprite created so inflating VRAM as many instances you create.

    My idea is use external images(textures) but same time reducing VRAM. Because when creating tile-based maps some tiles get repeated so you dont need waste VRAM on an image previously used.

    Notice that all tiled background objects may be created on runtime, every time you needs a new different texture, too the sprite has checked 'destroy on startup' and they are created on demand in runtime, as you like and assign texture from texture pool provided by the tiled background objects, using the Texture Setter object.

  • Hi on this delivery, i'll treat Sprite Plugin and some features, and its usage with other plugins like Tiled Background,Image Manipulatior, Canvas and TextureSetter.

    In the recent days i was experimenting with a world creator, a tile-based map editor i'm creating, and i had an issue trying to load textures dynamically, and i'd dicovered a sort of facts what many of us, i think still dont know about textures in CC.

    Fact ?1. In the CC editor, every time we create a Sprite object, construct assigns a unique texture in the heap(VRAM), so that Sprite points to that texture, if you create additional instances of such Sprite, you'll notice each will get the same texture, at given time you try to change texture to some of them, eihter using Image Manipulator or TextureSetter, really you are changing that one texture created at beginning.

    Fact ?2. Unlike Sprite object, the Tiled Background(TB) has property to create textures dynamically, that means, in runtime when creating instances of a base TB object construct assigns for each new instance an texture in the VRAM, so as you create more instances you are inflating VRAM. Having minded texture creates by this way always should be power of 2 8x8, 16x16, ... , 512x512 and so on...

    Now making usage of these facts, we can create an dynamic texture loader, using the ability to load texture files from disk for the TB or Sprite objects, manipulate images with IM and assign with TextureSetter.

    The canvas can be used for mixing differents images into one due to its 'Paste Sprite' action. By using a sprite as referencer of images contained in several TB objects. After mixing assign to another sprite by first assigning it to an empty TB then assign it to the Sprite. The Assigning process is made by TextureSetter Object.

    I expect this be helpful to someone.

    NOTE: Tomorrow i'll publish the respective caps... (too lazy :P)

    Sorry for my English

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  • Hi, go here may be you find there that looking for...

    http://www.scirra.com/forum/list-of-all-effects-add-on_topic44302.html

  • ah ok! well i was confused then... hehehe...

  • I read before on this thread you need create a multiple intances of inputSystem, if i'm not wrong... to manage multiples controllers... anyway you must read prev entries...

  • Hi guys i was making something last night, there is my first incursion to the tile-based maps, this is my basic idea still i need work in the save/load system and the player customization of tile sets.

    EDIT: I forgot mention you'll need MagicCam and TextureSetter plugins...

    Espect you like this...

    .CAP

  • You may do parallaxing effect by adding some Layers to your Layout, the setting theirs XScrollRate and YScrollRate params progressively from top-most to bottom-most. So when you scrolls the whole scene, the Layers with lower ScrollRate respectively, will scroll smoothly, therefore all objects inside those Layers will scrolls smoothly too.

    I'm using that effect on my own current project 'DEEP SPACE' to create the illusion of a vastness of void in the space, producing a feeling of depth.

    Espect this helps!

    ^_^

  • Does the game have problems running on your computer?

    Well I try to test it on my job's machine, a AMD phenom 9750 quad-core 2.4 GHz, win7 2 Gb ram, but dont start, i will try it on my own, i5 8Gb ram 1Gb video ram, win7, this weekend, anything i notice i'll post it the next monday.

    Any way with your permission i'll apply the above stuff i explained to your cap and post the results again to compare the VRAM usage, are you agree?

  • I care about Construct Classic, and wanted to make it reach a larger audience.

    Thats is good, while many people knows about CC more and better will be the Knowledge around it, and therefore the better will be the games developed...

  • ok i'll check it now...

    EDIT: After open your .cap, I may notice something very very important, when downloading file i supose that, you are using very big sprites, that lacks your VRAM, one suggestion, try to cut the biggers to minor pieces so you can repeat a sprite any times you want, but thats saves you a lot of VRAM why despite you have many instances still that instances uses one unique texture here i lets you a picture to try explain the fact:

    <img src="http://dl.dropbox.com/u/74660811/examples/sprite_instances.png" border="0" />

    this maybe not solves your plasma effect issue, but helps to improve your .cap speed, then we can discard VRAM lack as posibility to your Plasma malfunction.

    PD: sorry for my english.

  • Urled you could be right, but there is an effort behind writing a book I dont know if comparable to write a videogame, still sometimes we need to appreciate self work, expertise dont come from nothing... I share my knowledge for free because i took it from other people or by myself experience, but at the end if those knowledge will be useful thats my satisfaction. If someone like to give me money for that knowledge why not eccept it...

  • you may trying putting all numers in the array so then apply an loop to radomize the numbers...

    cap