KrushBrother's Recent Forum Activity

  • Ok, just had a go at enabling the rotation so that I get the movement I require, and updating all the instances of the sprite with angle=0 every tick, and it seems to work fine.

    Maybe reading this will help people who have a similar problem.

    Maybe the Physics behaviour should have a tick-box for physics rotation and another one for sprite rotation.

    Krush.

  • Hi guys.

    I've got these round sprites that use the Physics plugin, all set up correctly to bounce as they should of various objects, and the result is exactly as I want it.

    The only problem is that I have the shading on the sprite so that the light-source appears to be coming from top-left, and if I tick the No Rotation box of the sprite, the sprites movement is completely different to how it is when No Rotation isn't ticked.

    I assumed that ticking the No Rotation box would not affect the Physics behaviour of the sprite, just the display of the sprite.

    I'm going to have a go right now at trying find a solution, but am I missing something?

    Is there a way to have the sprite act like it was rotating, but the image isn't rotating?

    Krush.

  • Shame you stopped working on your Android game.

    I'm working on both the PC version and the Android version, and with the PC version being a couple of months ahead of the Android version, I have all the graphics I need for the smaller version, even though they need resizing.

    I'm really enjoying the process, although I know that screen resolution on Android is a subject I'm going to have to take time out to read about thoroughly, and get it right.

    Thanks for the offer of help.

    If I hit a brick wall at any time, I'll be sure to yell.

    Cheers,

    Krush.

  • What ? Where?

    I expect a Mod has deleted the post he's referring to.

    Probably should have deleted the post talking about it too, to save confusion.

    Krush.

  • Hi Lu.

    Just wondering how you're going with the whole Android resolution thing.

    I'm not sure how far into your project you are, but I've now got a lot of work done on my Android project, and I'm about to tackle the problem of different resolutions on different phones (I know I should have factored this in from the start, but I was aware of it, and knew at what point I'd have to sort it out).

    I know that Android has provided plenty of scope for the developer to sort this out, but before I get into it, I was wondering what sort of approach you took.

    For instance, did you use the HVGA size as your base resolution, seeing as it's middle size screen and the middle density, and then create extra artwork and layouts for both the smaller and larger phones, or did you use a different method?

    Any advice very welcome, as it will probably save me considerable time.

    Cheers,

    Krush.

  • Use XAudio2: Set channel 2 position to 0 seconds directly before you play the channel.

    Krush

  • I haven't experienced the memory leak problem myself, although I did mention that my cap was getting bigger, and that it was probably going to be a problem for me soon.

    Looking forward to hearing how those with problems get on with this build.

    Cheers.

  • Well, mmf2 imports large images without any problems, and actually without hardware acceleration.

    As adrix has already pointed out, it's a hardware limitation.

    There's isn't a graphics card in the world that has unlimited VRam and bandwidth, and these things need to be taken into consideration.

    You can't just throw any amount of data at the hardware and expect it to deal with it every tick.

    MMF2 isn't using magic to load the image you talk about.

    It's just not using any hardware acceleration, so it's not limited by the hardware.

    Resource management is a basic requirement for game programming.

    You really should do some research on it.

    I'm sure there's plenty of info out there for the beginner.

    Maybe someone will post a few links for you.

    Krush.

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  • This is a common error for non-programmers.

    You cannot expect to load images that size and have the game run smoothly.

    Most graphics cards will reject images above 2048x2048.

    Whilst some of the newer ones will accept 4096x4096, I'm sure very few will accept 8192x8192.

    If you're wondering why everyone's talking about 8192x8192 when you quoted 6400x4800, the image will be scaled up to the nearest power of 2 value in the graphics card.

    Use Google to find tutorials on tiling larger images.

    It's one of the most important aspects of game design, and you need to be aware of how much VRam you're using.

    Krush.

  • Have any of the Devs talked about the memory leak?

    I've noticed it mentioned in several threads, and definitely in the last 2 or 3 release threads, but I can't recall the Devs talking about it.

    Maybe they have in Chat, which I don't use.

    My main project is getting larger by the day now I've got most of the engine sorted, and it's only a matter of time before I start having these crashes.

    One of those things that can easily knock the enthusiasm for six.

    Krush.

  • it's kind of impossible to make a totally free MMO since they need to pay for the servers etc. and asking for something totally free from a big company like EA is illogical

    Which is why they shouldn't be allowed to use the word "Free".

    The latest one is the "Unlimited Internet access" (fair usage policy), which means that it simply isn't unlimited.

    While people fall for that sort of marketing, companies will keep using it.

    And considering that Advertising and Marketing have been around for an age, the legislation concerning a lot of it is pretty poor, hence companies doing what they want until they get their wrists slapped.

  • Love most of the NFS series (have a couple of them on the 360), but I despise FREE software that's not really free!

    They think it's clever marketing, but it has a negative impact on me, and I can't be the only one.

    If they'd released it completely free with no strings attached a couple of months before a new NFS was due out, I think they'd have got it right.

    I always avoid these kind of promotions.

    Krush.

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KrushBrother

Member since 24 Sep, 2009

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