4ror's Recent Forum Activity

  • Had a quick play with this last night and think it's a great addition. Would frame rate drop when different files are read at runtime?

  • Tiled background objects

  • Hi,

    I have a background made up of several 512x512 tiles and the layer they are on scroll horizontally only and have enabled the point sampling for that layer. I�ve run a few tests on machines running a mix of GPU�s such as nvidia 6155 mainboard combo, a gforce 8800gt card, and an ati firegl 7600 to check performance.

    The only GPU I�m having problems with is the ATI firegl 7600 card. I know it�s not a consumer card that the typical gamer will want to use, but to satisfy my curiosity I was wondering if anyone else has similar issues with seams randomly showing every now and then with this category of card. These seams flicker for a split second and go away then later they may flicker, it�s consistent every time no matter how fast or slow the layer scrolls. I�ve tried different ATI drivers, enabled �reduce DVI frequency on high resolution displays� and enabled �Alternate DVI operational mode� but these seams always show whereas the other GPU's run perfectly fine seam free.

    <img src="http://www.meisgood.com/images/avatar/tiles.jpg">

  • This is perfect, just what I was after!

  • I think I've figure out a way to do this using multiple object arrays to organise lots of groups of sprites with associated X,Y coords.

    Thanks Lucid, that really helped me a lot. It also opened a whole new can of worms such as saving different patterns of spites for a level in a new array and saving loading these, I will keep persevering.

    Actually may as well ask this question what would be an efficient method to save these sprite X,Y position values into different group of arrays.

    i.e.

    Group1 has x number sprites in XY location

    Group2 has x number sprites in XY locations

    ...and so on.

    To further explain, your map editor helps with the saving and loading sprites but what about when you have different sprite layouts that will be triggered by different conditions at runtime..So eventually Group2 is trigger when a certain X postion of another sprite is met for example. This is what I?m struggling with now.

    I think when I get my head round this then the rest should fall into place.

    Thanks for any guidance.

    >

    >

    >

    for each object in array (pick current)
    >    add your pv to the "end" of your private variable array
    > 
    > upon loading all sprites to new instances
    > for each string (or number) in your private variable array (let's say this loop is called "myloop")
    > -----pick {"yourobjectarray",.li("myloop")} as yourFamily  
    > -----set yourFamily's PV to .n({"yourprivatevariablearray",.li("myloop")})[/code:23n723dx]
    > that should assign each sprite with the original private variable it had, regardless of what type of sprite as long as it was a member of yourFamily
    > 
    > alternatively, once you're fairly comfortable with the 's', depending on what pv features you do and don't need, you may consider not using PVs at all, and just using 's' arrays to begin with.  but the above solution would work.
    > 
    > let me know if my pseudocode made no sense, and I'll go into more detail
    > 
    
  • Thanks Lucid, that really helped me a lot. It also opened a whole new can of worms such as saving different patterns of spites for a level in a new array and saving loading these, I will keep persevering.

    Actually may as well ask this question what would be an efficient method to save these sprite X,Y position values into different group of arrays.

    i.e.

    Group1 has x number sprites in XY location

    Group2 has x number sprites in XY locations

    ...and so on.

    To further explain, your map editor helps with the saving and loading sprites but what about when you have different sprite layouts that will be triggered by different conditions at runtime..So eventually Group2 is trigger when a certain X postion of another sprite is met for example. This is what I?m struggling with now.

    I think when I get my head round this then the rest should fall into place.

    Thanks for any guidance.

    for each object in array (pick current)
       add your pv to the "end" of your private variable array
    
    upon loading all sprites to new instances
    for each string (or number) in your private variable array (let's say this loop is called "myloop")
    -----pick {"yourobjectarray",.li("myloop")} as yourFamily  
    -----set yourFamily's PV to .n({"yourprivatevariablearray",.li("myloop")})[/code:2cl62cwh]
    that should assign each sprite with the original private variable it had, regardless of what type of sprite as long as it was a member of yourFamily
    
    alternatively, once you're fairly comfortable with the 's', depending on what pv features you do and don't need, you may consider not using PVs at all, and just using 's' arrays to begin with.  but the above solution would work.
    
    let me know if my pseudocode made no sense, and I'll go into more detail
    
  • hi UberLou,

    Just reading Retro Gamer mag this morning and wondered how a fighter game could be made in construct...will be watching with interest!

  • Hi,

    How do you save private variables for sprites that are part of the family?

    I'm creating a sprite formation editor that will eventually hold PV�s to determine the behaviour of any sprite after loading data from external files at runtime. This will save me masses amount of time.

    I�m having a hard time trying to save and load PV�s with the associated object array. Much like the level editor it will save/load XY positions. Trying to save various PV�s into number and string arrays but don�t know how to reassign them to indexed sprites. Sprites will have differing variable values and don't want to assign all the objects the same value...unless there�s another way I�ve completely over looked about how to approach this?

    Thanks for any ideas

  • I reinstalled everything and downloaded the editor again and its working. Thanks for your help

  • Hi tulamide, Yeah been through the whole thread and tried that version as well. I keep getting a runtime error.

    ---------------------------

    Runtime error

    ---------------------------

    A crash inside a plugin's action has been intercepted! This may be a bug in the plugin, or a problem in Construct. The application has exited. Available details of the location of the problem are below (this may be approximate).

    Plugin: s.csx

    Object name: S

    Event 1 in event sheet 'Layout 1 events'

    Action: 3

    Instance: 1 (of 1)

    ---------------------------

    OK

    ---------------------------

    deleting action 3 the game runs but minus level

  • Hi Lucid,

    I installed your plug-in and the first set of tuts work nicely but the level editor crashes every time I run the layout which is a shame since your plug-in looks to be exactly what I'm after. I installed 99.62 and 99.84 builds of construct and various s plug-in downloads from your plug-in thread, but no joy with getting the level editor work. Any ideas?

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  • Thanks lucid, I will take a look at your plugin.

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