newt's Recent Forum Activity

  • On click

    compare variable xclick=touch.x, yclick=touch.y, do foo

    else set global xclick to touch.x, global yclick to touch.y

  • Just finished Arcitak , my radial shump.

  • Z sort to layer bug

    script warning

    Attach a Capx

    https://www.dropbox.com/s/x5betmggiurgr ... .capx?dl=0

    Description of Capx

    shows how sorting on the wrong layer causes warning

    Steps to Reproduce Bug

    • Push button
    • And that's about it.

    Observed Result

    Warning

    Expected Result

    No warning

    No sorting? not sure what your fix will be

    Affected Browsers

    • Sure

    Operating System and Service Pack

    10

    Construct 2 Version ID

    231

  • What you are saying isn't clear at all, but then again I already know you won't stop trying to argue about it.

    I know that because my first response explained why it's not feasible for a completely different reason, and yet you keep posting the same thing.

  • newt , tunepunk

    in a game you have alot of different sprites

    let say you have 1 sprite with size of 300 * 300

    and another with size of 300 * 100

    and 2 sprite with size of 100 * 100

    ok if you load each one : (the way wich construct 2 using now)

    sprite1 = 512 * 512

    sprite2 = 512 * 512

    sprite 3,4 = (128* 128) 2X

    - now the way wich i suggest :

    pack sprite 1,2,3,4 to one 512 * 512 texture .

    result : huge memory optimization

    Sprite Sheeting only happens when you have multiple frames, and goes to the nearest power of 2. Are you saying you have an animation with 300x100, and100x100 frames?

    If you have a bunch of odd sized textures you will not gain any bonus from sheets, as there will be more unused space that way.

  • A new behavior sounds better. Vector behavior maybe?

    Then again we have the generic "move at angle", and the custom movement behavior.

    Edit:

    I just noticed we do not have an expression to get current angle of motion for "move at angle".

  • Well it's about momentum, there is none so there is no angle to change. If you move "set speed to 100" before setting it to move at angle it works.

    Also there's a difference between angle of motion, and angle.

    If you set it to use the object's angle it will work as is.

    Which may be why you feel that it should behave that way.

  • but when we put all of sprites in 1 sprite object it will fill as much as possible and that really effect so much on performance because if c2 do that then it can be alot memory optimization

    They take up the same amount of space.

    It's like a ton of feathers, or a one ton feather. They weigh the same.

    One might be easier to move around, but you're not really moving anything at that point,It's all local. The load times for lots of little textures vs one big one is negligible.

    The only real benefit is making sure all frames get loaded.

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  • It is bi-dimensional... sort of.

    Its an array in an array, so you can pop while you deque.

  • Not really. Sprite Sheeting goes on the power of 2 to make the sheets. Once you get to the maximum size it will start a new sheet.

    Then if you don't have enough to fill the new sheet it will still make it to the next p^2 leaving wasted space.

    You can of course plan your sizes to accommodate that, but you have to take into account that sprites will get 1 pixel padding which removes any benefits, so to deal with that you must render your sprites 1 pixel less.

    The fact remains all these attempts don't really do much to affect performance.

    The real issue is still proper use of events.

  • Because they share the same texture, which means that you wouldn't have ability to change to a different texture at runtime.

    If you need one spritesheet, use instances.

  • Why would they allow you to do that?

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newt

Member since 12 Nov, 2008

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