alastair's Recent Forum Activity

  • I think I'm using FIXED in my game, its similar to Unlimited in that theres almost no input lag - everything is more responsive. Theres a bit of tearing, but if the player wants less they can bump up the FPS of the game I figure in an option (theres a set FPS action thing for fixed).

    Since theres no option to turn off v-sync during runtime, I think the only option for action/fast paced games based games like platformers/etc is to use Fixed framerate so theres less input lag.

    I think the only time you should use v-sync is if its a turn based, or a game where precise quick movements isn't a key part of it.

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  • If you infinitely add 1 to a number it will reach those numbers too!

  • looks cool

  • Thanks R0J0hound

  • Have you read the FAQ? HTML5 is for browsers, there will be an exe exporter later on.

  • When the game is zoomed in, and an effect is applied to any sprite at all in the layout it will make text go weird - sort of like a glow. I've basically avoided using any effects in my game because of this, but I would like to use them. Does anyone know why this happens?

    <img src="http://dl.dropbox.com/u/1024727/textbug.PNG" border="0">

    Left: no effects used on any sprite, text appears normal.

    Right: additive effect used on left sprite, text appears weird.

    .cap file

  • Have you seen the new audio plugin called "Audiere Sound" ? I haven't used these audio plugins much at all, but maybe it will help.

    scirra.com/forum/plugin-audiere-sound_topic42873.html

  • Is it possible to change framerate mode during time? If not, is it a limitation of DirectX or would it be possible to implement? As I'd like there to be various video settings in the game.

    For instance, myself and many other gamers prefer to play games without v-sync on due to the few frames of input lag (which is essential to get as low as possible for action/reflex based games). I'd rather do the fixed or unlimited framerate option.

  • Why is "for each" slower, both expressions will be checking all the sprites anyway?

  • So basically you're saying that its faster to do distance checking?

  • I remember playing Alley Cat, Commander Keen, Pharaohs Tomb when I had a Dos comp.

  • Fantastic! Its better than tiledBG, since it allows for changing angles (you'd have to have lots of empty space around the edge of everything for tiledbg to change angle).

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alastair

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Member since 14 Jul, 2007

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