lennaert's Recent Forum Activity

  • Objects on the dedicated objects layout do no need to get destroyed, in fact, you shouldnt.

    On the other layouts, remove the instances in cs2.

    And then, when you need to have one of the objects which are in the objects layout on any other layout, simply spawn or create a new version of the given object on the required layout, leaving the object on the objects layout in tact.

    You should keep those objects there at all time, throughout your game.

    after you created or spawned your object on another layout and have no more need for it, destroy that object in your layout (not on the objects layout)

  • I tried this on a large map 5x,5x and had a loop generate 100 something by 100 something sprites (black clouds) ....

    when the layout started ... I either had to make the game wait till the sprites were created ... or just go with it that when the game started that it was still building the sprites .... very annoying ..

    Solution:   manually addd the sprites in cs2 where they should go (cover your entire map with the sprites with copy pasting)

    You only need to do it once, but when the game starts ... the fog is there instantly :)

  • Yes, an object from your project tree needs to "exist" on one of your layouts.

    Awnser:

    Nope, all object on layouts will remain unless your events manipulates them.

  • If you have your object on a dedicted objects layout, then there is no need to destroy them.

    Yes it gets loaded with your project, but no more then on any other layout.

    If you have it on an objects layout, and your running your game on another layout, then there is no need to estroy it.

    You can simply spawn or create a new object and it will get its details from the object on the object layout (where you might have given it instance variables for example, or set dimensions. Would you have not placed an object on a layout, these features will lack).

  • I still say we should have gone with a one legged viking with a dog whahahahaha

    Thanks for the comments :)

    I think the SVN and its relating issues swallowed up about half of our time. We could have done so much more ...

    The whole haunting concept (death) wasnt worked out sufficiently,the idea was that when you become a ghost you would be able to do a lot more.

    Effectively giving you another piece of game play.

    The whole alive state of the game was the concept you get only one life ... but you could haunt forever :)

    Idea were such as taunting or helping a living player as a ghost.

  • Cant you stuff all the form controls in a family and their events below a group?

    Then when the form is not needed, make the family invisible, and disable the group so the events wont fire.

  • you can load the Iframe in a div dynamically just like any other html.

    You could first load a blank page (I think this frees the memory) then simply clear the content of the div holding the iframe :) (load a new iframe of set some text etc)

  • Perhaps through the use of an iframe ? afterwords either remove the iframe or load something else.

  • :o thats pretty sexy *assimilates*

  • Ohw sorry, I added side stepping recently,, totally forgot.

    its a combination of arrow keys and a,d for side stepping.

    I added side stepping to see the potential of the 3d images.

    As for speed, with the top down view, the speed of your movement is what determines their speed of approach.

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  • TwinTails, PlasmaGames2013, digitalsoapbox, lennaert: You can try it out, and give feedback to us. I want to encourage to tell me if you found any correction in the descriptions.

    Bear in mind that the official Photon SDK demo-particle just sends two updates per second. I don?t know its limits.

    2 updates per second :\ ?

    with nodejs I had to kick it in the b*lls cos it was giving me relay speeds of 10ms ^_^

  • Merry Christmas :)

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lennaert

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