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Author Topic: Line Masters tracker topic  (Read 2183 times)

« Reply #30 on: August 09, 2013, 10:23:34 PM »
We're talking about 2 different limits here.

I found this the hard way as well and maybe I'm doing it wrong, but the script wouldn't show any objects in the list above 2,000, and , 90 * 22 = 1980, so I think Cypermethrin is right.  As for the actual objects list, I guess it depends on what those objects actually are.  The Sleditor is comprised mostly of sprites and I haven't had any lag issues (then again the list is only about 110 items currently but will expand if I try to add more stuff to it).  The demo isn't even out the door and I'm already having to optimize code. Ah the joys of game development xD

Thanks guys,

-Sorv
« Reply #31 on: August 10, 2013, 06:23:58 AM »
so I think Cypermethrin is right.

of course he is lol ;)

It was sprites that got me too. Some tips that got my objects down -

Don't forget to put any sprites which cannot be seen at the same time into animation frames of the same object to cut down on numbers.
Use of counter objects to trigger things from other scripts is also useful - or check out Jestermons global hash pool, I've not used it yet but I believe it allows you to share variables between scripts.
Menus with multiple selectable sprites (thinking of the sleditor options) - try using one big sprite with all your options in it and using mouse position script to determine whats selected, you can then overlay one plain coloured translucent sprite on the selected position to highlight the button instead of having multiple animated buttons
« Reply #32 on: August 10, 2013, 08:23:16 AM »
For those animation frames.  I though about using them but was unsre of the nomenclature.  I know the help says to number them sequentially (0..1...2...etc) but is it like image1_0.png, image1_1.png, etc.  like the way frames are numbered with skinmesh animations? or am I just really not able to see the obvious here?

Thanks,

-Sorv
« Reply #33 on: August 10, 2013, 09:14:08 AM »
First sprite is put in the ...objects/sprites/data folder as spritename.jpg (or whatever extension/name you need)
Second and subsequent sprites are put in a new folder ...objects/sprites/data/spritename/ and named 0001.jpg, 0002.jpg etc

they are called using the OUT_xxx (animation frame (sprite))  - set this to 0 for the original sprite and 1,2,3 etc for ones in the subfolder
« Reply #34 on: August 10, 2013, 01:33:56 PM »
See that's the kind of stuff that has always burned me is where theres some crucial piece of the puzzle im missing that I might not have been able to figure out on my own.  Unless, as I said, Im just blind or stupid, or too anxious...nevermind.  Thanks for the info.

I'm guessing now that I can say if the mouse is over an EventOnInput region and the animation frame is such-and-such a number to make something happen?  Gee I hope so...

-Sorv
« Reply #35 on: August 10, 2013, 02:14:30 PM »
Not quite that simple, but i will help, not now as i'm currently drunk, but tomorrow.
« Reply #36 on: August 10, 2013, 08:33:39 PM »
Alright haha, sleep it off.  I'll figure it out since I havea pretty good idea how to make this menu UI a lot simpler to program and function the same.  Using triple condition if statements ftw!

-Sorv
« Reply #37 on: August 11, 2013, 05:06:15 AM »
lol, actually now I'm sober it is that simple if you want to do it that way  ::). Menus/ui are sometimes complex to scale down once you've built them. I now plan them a lot better since I got one down from 20 objects to 4 with exactly the same functionality. You'll find your own Rad style with a bit more experience and use what works for you, this is why I don't like writing scripts for people, you don't learn anything and hit the same problems over and over again
Sounds like you've got a plan though so I'll leave you to it for a while, intrigued to see what you come up with   :)
« Reply #38 on: August 11, 2013, 12:56:23 PM »
What I'm thinking now is that I can just make each option page 1 image and put a mouse detection area at each choice.  Then, make a variable change depending on which menu you've clicked, and ask the game if you are over the mouse area and the menu is such-and-such, to display that part and part stats.  This will work (I think) and drastically cut down the amount of sprites I'm using. 

I have to keep reminding myself that a lot of times game menus are a lot of smoke and mirrors, and the more illusions you can produce, the better (as long as it works and you can change it easily later to add stuff if needed).

I'll post what I come up with when its ready.

-Sorv
« Reply #39 on: August 11, 2013, 01:43:47 PM »
the big mistake most people make is thinking of the menu system as an afterthought...  something to be added on after the game is finished...

this is why so many menus look crude and amateurish...

look here for additional info

http://www.3drad.com/forum/index.php?topic=8842.msg73216#msg73216

--Mike
« Last Edit: August 11, 2013, 02:01:39 PM by Mike Hense »
« Reply #40 on: August 11, 2013, 05:30:45 PM »
Having read your post again I think you are just replacing sprites with eventsoninputs?
Better on the object count to script your own mouse detection area using iMouseX() & iMouseY()
« Reply #41 on: August 11, 2013, 09:10:15 PM »
the big mistake most people make is thinking of the menu system as an afterthought...  something to be added on after the game is finished...

this is why so many menus look crude and amateurish...

look here for additional info

http://www.3drad.com/forum/index.php?topic=8842.msg73216#msg73216

--Mike

Thanks for the insight Mike.

I should probably take this opportunity to let you know that al my menus, levels, characters, story elements, and systems have all been thought out, written down, concept sketched, and anything else that has to happen before you even get to a computer.  The menu I'm doing is a little more involved than the menu option system you linked me to.  Although that's important, I'm working out the best way to make the UI for the Sleditor work while keeping in the limits of Rad.  I know this program can do it, I just have to learn enough to be able to do it second nature, and this project will get me there.

@Cyper.  I was thinking on making EOI for the options, but mousex and y sounds like a better option.  I was only considering EOI because the coords are easier to get, but i'll try it with nearly all script for maximum flexibility later on and it should compile better that way.

-Sorv
« Reply #42 on: August 28, 2013, 11:49:33 AM »
« Reply #43 on: August 28, 2013, 12:04:32 PM »
Impressive, I like it.
Very professional look, does what its supposed to (I think), nice subtle music. Well done
« Reply #44 on: August 28, 2013, 01:17:41 PM »
Works nicely - good stuff so far.  8)

Look forward to seeing how each build effects the sled in gameplay.
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