newt's Recent Forum Activity

  • Not sure if it will work, but you might try to filter the main ship out using an instance variable. But you would still need to reference the main ship's x,y, so you would need a couple other variables to store that.

    Like:

    sprite.variable("selected")=0 // main ship would be 1

    sprite pick closest to globalx, globaly

  • The object is pretty bugged, the standard reply is not to use it. It's very unreliable.

  • I mean is that the layout object, or another windows process?

    CC isn't made to do sub apps very well.

  • You're going to have to be a little more specific as to what you are doing.

  • As far as C2 is concerned, if the object exists in the layout, and is not destroyed, it has a reference.

  • Well I ain't gonna add 1000 different objects just for a test. :P

    So yeah, 1000 instances of the same object.

    3 Frames each.

    Just remember instances don't add up as far as memory goes. What gets you is the cpu keeping track of all those objects.

    Those instances were static, if they were all moving, the frame rate would fall dramatically.

  • I recently tested my system and found that 1000 sprites@ 32 pix is pretty close to the point where you slow fps.

  • I would think you would be better off trying to use the color filter, rather than a shader.

  • It depends on the map, relative or absolute, and how much is displaced.

    It doesn't get a x, or y, and there are 4 vertices per row/column.

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  • You need a constant. Say the force at 500 pix from the center was 500. Force- distance at that point would be 0, 1 pixel closer would be 500 - 499, or 1.

  • The sprites default value should be set to not destroy it. You change the value when you want to destroy it.

    It's more about how you are choosing when it should draw at this point.

  • What you're describing is a group of instances. For that I would suggest using a variable like:

    Sprite.variable"drawn"=1, destroy sprite

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newt

Member since 12 Nov, 2008

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