Ashley's Recent Forum Activity

  • DEP is Data Execution Protection. I think it prevents certain parts of memory being run as code, to stop viruses. I'm not really sure what it is or how to turn it off, so I'd go to Google. Even if turning DEP off fixes it, I've no idea why - none of the plugins do anything particularly unusual with memory or code.

  • random(9) returns 0-8, so unless your sounds are ric0, ric1, ric2 etc, you want to add 1 to that. Also, the & operator is better for combining strings and numbers in to strings. Try using the filename:

    "richochet" & (random(9)+1) & ".wav"

  • When you press R, you could set a flag to disable shooting, and use 'Call function after delay' in the function object to call, for example, "EnableShooting" after 1 second.

  • Sounds like a submission to the bug tracker in the making. Are the objects locked? Have you tried right-click, unlock all?

  • If you stretch the window, DirectX does an automatic stretch with linear filtering. That cannot be changed, DirectX doesn't support it (don't ask me why it's like that). The best thing to do is to make your window the true size in application properties, then zoom the display to 200%. With point sampling on, you should get everything double-sized, and nice and pixelly.

  • Events are highly optimised. Events which operate on just a handful of instances often run in negligable time (with a few exceptions, like RTS movement's 'move to' actions, which run a fairly CPU-intensive pathfinding search). To get events to be the cause of your application's slowdown, generally you'd have to make something which repeats tens of thousands of times per tick. That could be a for-each, or an action applying to a lot of instances, etc. Also read up on how the CPU and GPU work in parallel in Optimisation Tips.

  • No, we haven't coded any easy way to do plugin-converting yet. Besides, I don't think there's an exact 1:1 mapping for Directsound to XAudio2 features, so it's probably not possible in the first place. Also XAudio2 has several new features in areas like caching, which ought to be taken advantage from the beginning, not used in a Directsound-style way.

  • Early days yet. Hang around and see where we end up.

  • Of course there's a memory leak, the whole game is coded as one giant memory leak. As you hold down the mouse it creates a hundred objects every couple of seconds, and they are never deleted. Eventually you end up with tens of thousands of objects and then it dies.

    Destroy objects when they go off the left of the screen!

    Also, the layout doesn't need to be 99999x99999, it just makes the layout editor a pain to use. Make it 640x480 and enable 'unbounded scrolling', and you can go unto infinity (where infinity is 10^300 or something).

  • It's much more robust to use a separate collider sprite. You don't get silly results like platform characters hanging off ledges by their nose, and you won't ever get a changing animation frame resulting in an object partially inside a solid, which usually sets the platform behavior off in get-me-out-of-here mode, and then you end up standing on top of a big wall or something.

    I think you're on the right track, Deadeye - maybe mention animation tags in passing, but go for an event based animation system anyway.

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  • If you have less than 1000 objects, I think the performance impact of looping twice would be negligable.

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Ashley

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