Distort Map problem.

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Post » Wed May 20, 2009 10:12 pm

With the help of deadeye and lucid, I made this example about random shape platforms:

[url:32kyh0pk]https://dl.getdropbox.com/u/1105488/RandomTerrain.rar[/url:32kyh0pk]

Thanks again :)
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Post » Wed May 20, 2009 10:18 pm

I wouldn't do what you do in that .cap.

Every 4 vertices in a distort map renders like a sprite (since a sprite is made of 4 vertices), so you've gone and created 1500 vertices on startup just for your terrain, the equivalent of 375 sprites. Spawning 60 canvases will unecessarily waste a lot of VRAM, especially if you have large levels. The paste and update collision masks are fairly slow functions and you shouldn't call them regularly.

If you want that, why not just have 10 random images in a sprite animation and set them randomly? You'll use a HUGE amount less processing power and memory!!!
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Post » Wed May 20, 2009 10:24 pm

[quote="Ashley":1gbaoeg7]If you want that, why not just have 10 random images in a sprite animation and set them randomly? You'll use a HUGE amount less processing power and memory!!![/quote:1gbaoeg7]

Oh yeah, that's a good one too. I was thinking of an alternate method that placed objects using Erase effect to reveal portions of a large ground texture. But this way makes much more sense.

Not to mention you could craft each of the 10 frames to line up with each other so there wouldn't be any seams to deal with.
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