alastair's Recent Forum Activity

  • Star Wars 1/2/3/4/5/6 for life.

  • So I think http://workflowy.com is the best one I've found, its absolutely perfect for me, its already helping me so much. Has a fantastic UI, and all the features I need.

  • Remember that each instance of that sprite will get any new frames you load.

    Anyway, this is the solution to the question I think you were asking.

    http://dl.dropbox.com/u/1024727/gang.zip

    Oh I forgot to do different gang types, but it should give you an idea? I only did 2 angles and 2 animations. Couldn't be bothered doing more, it shows a method for how to do it all though.

  • Maybe todoist might be good? http://todoist.com/

  • Soudns like handy advice lucid.

    [quote:10u57h45]and then BLAM right there in midthought, I see my browser opened up

    LOL, yes I know that feeling. Sometimes I open the browser and forget what I was suppose to be doing which only further makes things worse.

  • I recommend making it so you can't see the black borders around the map.

  • You were a little ambiguous on some details, in particular how many sprites your using.

    I'm assuming, you have 1 sprite which is used for each member in the gang and each member uses a different animation set? I'm also assuming you wanted to use this same sprite for all 26 gangs, but for each gang you want to replace all the frames with frames for their gang?

  • Found more family strangeness.

    Normal family window:

    <img src="http://dl.dropbox.com/u/1024727/famprob1.PNG">

    Edit families window, it's missing a lot of the families?

    <img src="http://dl.dropbox.com/u/1024727/famprob2.PNG">

  • Is it just a driver problem, maybe nvidia will release an update?

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  • if you use random(4), the following number will be generated:

    0 1 2 3 4

    Clarification: random(4) will give: 0, 1, 2, or 3

  • I think what I'll do is just use the next texture size up so I can stick with tilebgs, so instead of using 32x32 images I'll make them 64x64 (or instead of 256 I'll do 512) so that the empty space will allow for rotations without seeing the repeating texture.

    Using sprites will be too limited, cause you have to use "create object by name" which doesn't allow picking. Not to mention the tedium of creating the hundreds of sprites and putting each of them into a folder.

    So the massively bloated VRAM will probably be the best burden to bear.

  • Cause i have hundreds/thousands of images to import during runtime. But perhaps using sprites might work, I could just create hundreds of tiny sprites in the editor with paste clone (sprite1, sprite2, sprite3,..., sprite412, sprite413, etc.), I guess that's going to be the be the easiest way to do this.

    Thanks for replying.

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alastair

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Member since 14 Jul, 2007

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