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Messages - wahmpire

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Ask a Question / Re: Math help
« on: November 28, 2016, 08:02:12 pm »
Thank you both!   That extension is perfect.

And I somehow escaped college with a degree and not having to take calculus, but Im going to try and learn from that site :) 

Ask a Question / Math help
« on: November 26, 2016, 11:09:55 am »
Ive hit the limitation of my math and searching abilities...

How can I calculate how to throw something in a perfect arch from point (x1,y1) to (x2,y2)? 
I can imagine doing this with gravity enabled and use force to push at an angle, but not how to calculate the angle and force needed

Ask a Question / Re: Get a live count of actor type
« on: October 26, 2016, 07:33:11 pm »
That is exactly what I needed, thank you so much.

Ask a Question / Get a live count of actor type
« on: October 25, 2016, 09:36:34 pm »
I need to get a live count of a certain actor on screen.  For example, if there is one actor of the type, the count is one, but if that actor is killed I need the count to go down to 0.  I can easily get a count of the actor, I just cant decrease the count if it dies.   Even a "if actor exists" type of boolean statement would work because I only expect one actor at a time.

Ask a Question / Re: Get items in list in the order they are in the list
« on: October 21, 2016, 10:38:26 pm »
That's perfect, thank you!

Ask a Question / Get items in list in the order they are in the list
« on: October 20, 2016, 09:13:46 pm »
Im creating actors from an ordered list... but when I do a "for each item in list" to create the actors it creates them out of order.  It does always create them in the same order, just not in the order they are in the list.  So instead of getting 1,2,3,4,5,6,7 I'm getting something like 3,5,1,2,7,6,4

Ask a Question / Re: Android graphics optimization
« on: October 12, 2016, 01:24:47 pm »
Yes, I'm very interested in what libraries you are referring to as well.

And Jeffrey, that makes total sense.  I'm definitely going to have to do some research to get images to perform the same behaviors as actors.  I've struggled with using images so far. 

Thank you both

Ask a Question / Android graphics optimization
« on: October 12, 2016, 10:10:01 am »
I've been working on my game for quite some time with a targeted Windows platform release.  I have kept mobile in mind though, and made my UI both mobile and PC friendly.  So, I tested my game for the first time in a year on a Note 4 Andrpid device...and it runs HORRIBLY.  Specifically my cut scenes that involve dialogue, faux particle generation, and a lot of opacity functions on ny actors.  On a windows build it runs flawlessly, but android is choking on it.  My game is a 1x scale with no filtering, and I try to keep actor scales from 32x32 to 64x64.  What can I do to improve performance?  I have a theory that 1x scale and no filtering is not taking advantage of hardware graphics rendering, and it is purely rendered from cpu.  Is that possible?  Should I scale smaller actors (maybe 8x8 pixels or smaller) for particles? 

Dialog Extension / Re: How to instantly draw all text?
« on: May 23, 2016, 08:10:15 pm »
Crud, no luck.  I've got control "c" set to "C", and for some reason c still zooms text. has instantButton="c"  I'm using a combo of physical keyboard presses and simulated.

Dialog Extension / How to instantly draw all text?
« on: May 23, 2016, 06:08:59 pm »
The demo for the dialog extension has you press "c" to draw all text, but in my copy you have to hold"c" the entire time, and it only draws text faster and still pauses at all <wait> statements.  Any way to press a button and skip to the next <but> tag?

No problem Peetsha!  Yes, I wouldn't do it the way I did it exactly because I had certain reasons for it in my game.  I'd use a map of the actor names instead, and number them 1-35 for their values.  Then for example, say actors 1-6 randomly generate when their pool number randomly generates, and maybe 7-20 randomly generate for another pool number, etc so that you have groups divided up by odds.  Won't blame you for going a simpler way :)  Basically randomly generating for a pool, then randomly generating an actor number inside of that pool.

What I would do is create a map of the actor names, and assign them a number.   Create an actortype attribute.  Create a number attribute (call it"PoolNumber" as an example).  Set PoolNumber  to a random integer between 1 and 6 for example.  Do an "if", "otherwise if"  string of blocks...  These will be pools for different odds on generating an actor.  So if PoolNumber =< 2, you'll then have another random number decide which actor to pick that has a 1/3 chance of spawning. "otherwise If PoolNumber = 6", pick an actor that has a 1/6th chance of spawning.  Just make sure your map has actors of different odds numbered in order or their odds so that the random integer is between x and y in the map.  Hope any of that makes sense.  Here's sort of an example of something similar I did where my actor names are just numbers (I didnt use a map):

Bug Archives / Re: Serious bug: Scene being saved as actor
« on: May 20, 2016, 07:56:28 pm »
Ive only been working on one game, but it happened in two different saves.

Bug Archives / Re: Serious bug: Scene being saved as actor
« on: May 19, 2016, 08:55:28 pm »
I reinstalled with a newer version the first time it happened, but not this time.  Im worried the bug is in my game files somewhere   ???

Here are the logs, should have the before and after the manual fix.

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