Aphex's Recent Forum Activity

  • heh ow yeah that would even be better!

    edited: while it may be usefull having it, i probably will disable sounds when in slow mode, as playing music uninterupted was my main concern, and this already works! yey

    it could be usefull to have some ambient sound still overlaps the music portion, i havent experiment with how much control you have over multiple music files

  • set pitch

    to counter the timescale slowdown effect on sound

    i just noticed that you can play music without timescale has an effect on it, does it use a different channel, is this also or could this be possible with soundfx

  • okey thanx for the replys,

    so in case i would like it set to forget i should use the add param and call function and dropdown

    and for using the text , i guess its a good way as i don't need a seperate var for setting the param

    or maybe a global var is also a good way

    so like this

    global('setstart') set var to Function.setstartvalue(1000,1000,300,1)

    i guess my question was why do you need to set something, why not just

    Function.setstartvalue(1000,1000,300,1)

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  • does it always remember picked objects or how do you set this

    and do you always use a text object to set the function

    i just want to pass them to the function but dont know what else you should use

    my example:

    functiontxt set text to Function.setstartvalue(1000,1000,300,1)

  • no, not with timescale, timescale is global, but i was thinking of countering the effect where needed like with slowdowned sounds, the pro is with timescale you got an instant pauze effect , while doing eventwise, will complicate things but could be the only solution

  • im just looking into timescale stuff,

    i want to set the timescale to 0 and then give orders to my units,

    when completed set to 1 and the orders are carried out

    the only problem i can see is with the sound, like if you have a background sound or clicksound,

    i was thinking of adjusting the pitch to normal speed, is this posible?, any other idea's or suggestions

  • h?h? tried it, pretty cool, if you set the timer to 1 you get epilepsy

  • thanx for the great reply's definetly clears some things up,

    oh and for the line question , its a sprite width set to two points and this can be any angle, any length

    im using the warp effect on it, and its pretty cool, so this means it will render the full bounding area of the line? hmm no real alternative to it, it seems, not that it goes slow, but i have a hd 4780 card, so nothing gets really slow

  • thanx, if you play with the lightning settings a bit, the normal map effect is more obvious,

    intensity to 2 and lightdirection 0.5 for xyz and its better

  • made this a little while back when testing some things,

    its a seamsless moonsurface 512x512 i think

    its has also normal mapping applied

    free to use it, let me know if ya like it

    http://dl.dropbox.com/u/3011659/moonsurface.cap

  • hi,

    been asking myself alot of questions about texture size and events, what would be best way to do this and so on, been reading some post and most end with saying "worry about rendering speed",

    so i decided to start some optimalization topic mostly about that. feel free to add and answer or if you have tips for some things, please post it

    if you have a graphic of 512 x 512 and you resize it to 32x32, what is the final output, will it take more resources to work with the texture , than an original 32x32 graphic

    an to the same, if you have a 512x512texture and make it 1024x1024 will it work faster then an original 1024

    if you have like a line spread out between points, it will take the square space that is needed to draw the line, will this affect renderingspeed much, if its very big, like 2000px, or

    will it not take much as its just a line?

    whatever is set invisible has no influence in render speed? or does it take cpu to calculate , lets say a texture of 512x512 invisible will take less cpu then 1024x1024 invisible to translate,

    is invisible the same as opacity 0 ?

    is it better to cram everything together in the same for each "object" action or dont worry about it an split it up as much as you want for better overview

    if you have an area of 10000 by 10000, and there is some activity in places, is there something you can do to make it less cpu intensive or will the extra eventchecking make it more intensive

    if you zoom out, very far, more objects are rendered would it be a good thing to exchange the sprite with something smaller or less detailed, set the sprite to frame 2 for example

    , or hide things that arent showing anyway, like particles

  • wow i just stumble upon it while doing a refresh, and whats this ,wow very nice

    edit: the only nitpick is that the standard gray text need some more contrast, for readability

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Aphex

Member since 22 Sep, 2009

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