KrushBrother's Recent Forum Activity

  • Ok, I seem to have found the solution just after writing the above post.

    For those who find this thread in the future, use the image manipulator to copy from the source sprite, crop it to the size of destination sprite at the location within the source sprite you need, and then copy to the destination sprite.

    Haven't done any performance checks on this yet, but I can't see any reason why it isn't going to be fast enough for what I want.

    Krush.

    EDIT: Ouch! That method is painfully slow, and of no use to me at all.

    Back to the drawing board.

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  • You don't even need an invisible sprite if you don't want to use one. Just add/subtract from a couple of global variables and scroll to those values.

    Good point!

    I'll make a note of that.

    Where did I pick that nasty habit up from?

    Krush.

  • Here's one for you guys.

    Is it possible to have a sprite (say 300x300) and display part of it (say 50x50) in a 50x50 sprite or canvas?

    I have a feeling that the answer lies with the canvas, based on past conversations I've read on here, but I've hardly bothered looking at the Canvas object.

    There's a lot of Construct that I should explore more.

    If only there were more hours in the day.

    Thanks for any help pointing me in the right direction.

    Krush.

  • Rojo,

    Maybe some sort of slight ease in/ease out for the curves to compensate.

    If the rate of ease in/ease out was linked to the severity of the curve, I think it would work quite well.

    Krush.

  • In the meantime, put a dummy sprite offscreen with a y value of 0 and give it the Sine behaviour with vertical movement..

    Then just

    Always - set Z elevation (of main sprite) to dummy sprite.y

    Krush.

  • Well, I'm sure you could use the camera plugin if you wanted, but you can use the normal method too.

    Just have the screen follow an invisible sprite that's controllable with the keys.

    Then you can move the camera around your layout during the game.

    You can also set it up to use both, by having the camera set on either the player character or the invisible sprite, like so:

    If global(camstate)=1

    Follow player character

    Else

    Follow Invisible sprite

    Krush.

  • Hi Sonica.

    Welcome to the forum.

    Try using the sysinfo object, using its GetScreenWidth and GetScreenHeight functions.

    Krush.

  • Isn't that a matter of four mouse clicks instead of one?

    Depends on how many groups you want to disable for debugging purposes.

    4 clicks become 16

    10 clicks become 40

    etc.

    Krush.

  • Anyway, it's looking like to be safe in fullscreen mode you're going to have to make custom sizing and black-bar-cropping stuff no matter what.

    Well, I think the stretching of a 4:3 ratio game is minimal when displayed on both 6:9 and 6:10 ratio screens (no idea what it looks like on a 5:4 ), so I think I'll go for 4:3 at 1024x768 for anything I create.

    I've uploaded the results of my experiments the last day or so in the uploads section:

    It runs in a borderless window , and stretches to fullscreen without changing the resolution with no impact on performance, and you're just getting the graphics card to do the scaling rather than letting the monitor do it when you change resolution.

    I don't know what the OP got out of this thread, but at least it made me tackle something I hadn't got around to looking at.

    Krush.

  • I know some people have a different way of doing this, but I thought I'd upload an example of my solution to the problem.

    After some experimenting, it seemed to me that it would be best to make a game in 4:3 ratio, and let the widescreen users put up with the stretching, which is less than you might think.

    Also, rather than switching the monitor to the resolution required for the game (which can always be left as an option to the user), I experimented with stretching the game window to the users desktop resolution to fill the screen.

    The uploaded cap also has a couple of performance tests, like background warp and 800 sprites, just to see if the stretching technique actually affected the speed of a game.

    It runs in a borderless window 1024x768 and is stretched to match your resolution for fullscreen.

    [attachment=0:o3gxqp8i][/attachment:o3gxqp8i]

    Comments welcome,

    Krush.

  • Don't know if it's been requested before, but it would be nice to have some way of enabling and disabling groups without having to edit them and clicking the disable checkbox.

    Maybe a checkbox or a toggle button on the group name bar?

    Unless I've missed it and there's already a way of doing this.

    Krush.

  • OK, so why not enable autobackup with 999 backups or something? Or I suppose you'd prefer the kind of workflow where you edit your application saving normally, and at the end before closing save a new version?

    I'm not a fan of autosave/autobackup, and I usually disable it in anything I use.

    No reason why it can't be left in there for those that like it though.

    My reason for wanting iterative save would be control.

    Lucid hit upon what I mean when he said it's like a permanent undo point.

    I like to save a new version when I've made enough progress to warrant it, like fixing a certain bug, or adding a certain amount of features, so I can always go back to that point if need be.

    Krush.

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KrushBrother

Member since 24 Sep, 2009

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