Million questions

For questions about using Classic.

Post » Wed Aug 15, 2012 2:04 am

The two biggest things to consider are, of course, the power of two textures and limited shader use. I had a loading lag on the edge of when something came on-screen that had a shader on it. I just found another way around it and that solved that. Also, tiled backgrounds are neat and all, but you can get the vram way down with the chunks you mentioned you were going to do. If you have a lot of graphics, the higher VRAM use is fine, just try to not go overboard.

I'm not posting it as any means of showing off, but rather giving an example. It's pretty well optimized on graphics, though could probably use a little more. And there are no tiled backgrounds because nothing really repeats:

That layout is around 95MB of VRAM. There's a ton of motion going on (the grass and many of the pine needles blow in the wind), and a lot of objects. But without sticking to power of two, that would end up being a nightmare to run. Your graphics look fantastic, don't get me wrong. And I do have layouts that go up to around 125MB, but optimizing will allow you to get a LOT more detail on-screen without taking a hit.

In your case, those large wall textures could easily be tiled backgrounds and then post an occasional crack or whatever as a sprite over top to make sure it doesn't get too monotonous. Then you could use a mask layer for your lighting (search it on the forums if you aren't familiar) and then post your windows/etc. as sprites over that tiled background. Your interior levels lend themselves well to doing this.C-72012-08-15 02:05:55
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Post » Thu Jan 03, 2013 2:26 pm

Hi guys. Happy new year and stuff like that, but back to problems. Actually- simply one.
I want my character play animation "podnoszenie" when "L" button is pressed, but... something is wrong. What I wanna archieve? Something like Resindent Evil style constrols. You know, chactacter can't move until "L" button is not released.
I don't understand Custom Movent, thats why I use platform movement.


Here is cap: http://dl.dropbox.com/u/16947862/re.capeku2013-01-03 14:27:23
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Post » Wed Oct 09, 2013 5:33 pm

Hi guys. New project (almost finished, yay!), new problems and - I think - its easy one. Maybe you can help me?

So, I have yellow sprite with rotate behavior, and pink sprite with bullet behavior and condition that every 10 ticks yellow sprite spawn pink sprite at image point A, B, C and D, but all pink sprites have the same, uhm, end point. This looks bad.



I already set image point but this is not helping...


Another thing is that I want: pink sprite rotate around himself (spinning, you know), but when I use rotate behavior everything is messing with bullet behavior. Any solution?

Here is cap file: https://dl.dropboxusercontent.com/u/16947862/test.cap
And here is Data folder, with music and sound files: https://dl.dropboxusercontent.com/u/16947862/Data.7z
Enemy3 group is setting for bullets spawning.

P.S.
I already tried BulletML but this don't work at all. Every pattern that I created on Kenta Cho website java mini app, don't translate well in CC.eku2013-10-09 17:39:35
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