October 01, 2020, 09:34:52 PM

Author Topic: Reboot Comp ( missed ) : Comet Killer 1940's Edition  (Read 760 times)

Offline iWasAdam

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Re: Reboot Comp ( missed ) : Comet Killer 1940's Edition
« Reply #15 on: May 24, 2020, 08:00:45 PM »
Really nice Steve, great look to everything :P

Online Steve Elliott

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Re: Reboot Comp ( missed ) : Comet Killer 1940's Edition
« Reply #16 on: May 24, 2020, 08:25:42 PM »
Quote
Really nice Steve, great look to everything :P

Thanks Adam :D  My lack of maths skills is hampering me a bit but it's beginning to take shape, entities are spliting now - and with a satisfying sound effect.
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Online Steve Elliott

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Re: Reboot Comp ( missed ) : Comet Killer 1940's Edition
« Reply #17 on: May 26, 2020, 07:55:06 PM »
Hmm once again I'm getting glitching with Sprites in AGK in my project (as I'm adding a sprite to each vector point).  I've actually spoken to the main developer of AGK online and he is adament that hiding sprites is the way to go because it's so optimized - even though it's such a pain.  I personally feel you should just use a draw sprite command for sprites that you want drawn on-screen, and any other sprites created are natually hidden, rather than all sprites will be drawn unless you hide them!

Maybe I've missed a hide of a particular sprite or two, but a glitch in the matrix is the outcome for a split second.  Qube I think you use the DrawSprite command everytime?  Certainly more natural and less hassle, it's just that Paul Johnston says hiding sprites is more efficient.
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Offline Qube

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Re: Reboot Comp ( missed ) : Comet Killer 1940's Edition
« Reply #18 on: May 27, 2020, 06:20:42 AM »
Maybe I've missed a hide of a particular sprite or two, but a glitch in the matrix is the outcome for a split second.  Qube I think you use the DrawSprite command everytime?  Certainly more natural and less hassle, it's just that Paul Johnston says hiding sprites is more efficient.
I do as it's way more efficient coding wise and I don't have to clone sprites for every frame of a particle animation on screen ( after hiding them ). I have done a few test from time to time using sync() over swap() and hiding sprites but I've never seen any speed boost from hiding sprites and using the sync() method. Perhaps if I were using all the other gubbins like the built in font / particle / splines functions then maybe ( I doubt it ) but for sprites alone I've never had any speed issues using DrawSprite using a texture atlas.
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Online Steve Elliott

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Re: Reboot Comp ( missed ) : Comet Killer 1940's Edition
« Reply #19 on: May 27, 2020, 09:13:37 AM »
ok so DrawSprite() and Swap() is the way to go, thanks.
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