Mipey's Recent Forum Activity

  • Aww those are adorable animations!

    Noticed a bug - when you place a bomb next to two cabinets, only one exploded. Had to place another bomb on the same place to open another cabinet.

  • For starters, try the template projects (New -> New template / example). Also look for Deadeye's platform tutorial somewhere on these forums. There are a few more tutorials, too, you can also check examples out.

    But most importantly, experiment by yourself.

  • Waypoints should act as nodes, you'd have to store coordinates as well as names of waypoints it is directly connected to. So when you look for a path, you can solve through each waypoint's neighbours, iterate until you find the goal, then use the shortest path.

    As for your question, multiple map pieces are better than one large map. The 4000x2000 would use up 4096x4096 pixels in video memory, which is 16 MB. If you break it down into 1024x1024 pieces, you can use eight of them, each is a megabyte, thus you save 8 MB memory. Moreover, only one of them would be rendered at a time (if you use 1024x768 resolution), so it would be faster to load and render.

  • Well, that is a more complex topic, I am afraid. Depends on what you want to achieve, but you'll have to implement basic routines such as go-to.

    Simplest solution would be to use a waypoint system, create one waypoint in each room and corridor, visit each and remember the visited until the bathroom is found, then remember the waypoint (and quickly calculate the shortest path and use that in the future).

    Have fun!

  • It has been nearly twenty days since the last post. What is the status of S plugin? Is it considered finished? Can it be used for some serious stuff now?

  • Seriously, it is not because the language that most projects experience performance issues... It is how efficient your code is. If you choose to spawn thousands of sprites on the same screen, all rendered with several 2.0 pixel shader effects, then not even the most core language is going to help your appetite.

    Keep developing games, with time and experience you will learn to optimize your code to get the most from any engine that you work with. Most of those optimizations are engine independent, by the way - they are basic programming principles taught in schools.

    Among the reasons for low performance, choice of the core language (whether interpreted or compiled) amounts for a very small part of it.

  • Hmm, how do you set those Z heights? Perhaps you could sneak a down-scaling algorithm there... reduce height by the factor of 3000/64 (or something like that).

    Then again, I may have no idea what I am talking about.

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  • No, that is Picard and alien broodmother's child.

  • Saw it, ridiculous in a funny way.

    Truck on!

  • *facepalm*

  • Eh, Sprite.Count works for me, so I don't really know what is up... maybe someone else can look into this problem?

  • It is working for me. :s maybe it is not really noticable? If you set larger time frame, such as 10000ms? Since subs seem to take longer. Actually, make that 5000+random(10000) ms, so at minimum they'd fire every 5 seconds, at longest 15. Does it become noticeable then?

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Mipey

Member since 16 Jan, 2009

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