![]() they're artists because they work with drawing tablets and the like. and, explaining it is a little difficult, but. hope that still makes sense when I proofread it tomorrow.Ĭorta Wrote:as far as actual vector optimization, I don't want them to worry about it for one tiny reason. I'm not saying that it's hard or anything, but I don't need them to do anything that isn't first instinct to them. all well-and-good, but cleaning and optimization are both done by mouse - and it might be a right/left brain thing but being good at one usually makes you hate the other. ![]() (for everything skin-tight, anyway (so, everything) ) as far as actual vector optimization, I don't want them to worry about it for one tiny reason. the only bits that take a while are when I get a piece that's skewed (even slightly) because they've made it by breaking layers apart in which case, I've got to take outlines on every colour and re-paint the whole piece over a skin part for every dang symbol. They need not worry about animations and scripts in general. I was suggesting they could help in redrawing just the vector graphics for optimization. Actually, I should've been more specific. and really, I'm never gonna not fool around with stuff when I get something new. if not, I don't need them to go off and learn when it's just easier for me to do it. if they're savvy to how animation joints work and how the my symbols are set up, then everything is as good as it'll ever get. Terrantor!!! Joined: Thu 10:36 amīiles Wrote:But wouldn't it be great if people submitting new characters could do that before hand, or perhaps redo them as well so as to lift more burden off your shoulders? thing is, thats quite a bit of an ask of them. ![]() She just had this appeal that I fell in love with, can you bring that back? I guess what I'm really asking is to keep that comedy element. The lead char just seemed more snarky and sarcastic. btw I'm feeling inspired, so I hope to make some more content for PUT, man! As for you, Corta, I kinda miss the dialogue from before your hiatus. dunno if that would be the same as adding a listener but it's worth a shot god damnit. After that, if false, do nothing, if true, run a function that corrects the dress. I figure the best way is to emulate an enterframe event using two timeline frames, so just make content layers unkeyframed (or whatever) and check a boolean as to whether the character's current outfit value matches the actual outfit. ![]() So the player would need to 'walk' in order to reactivate that if in a new movie clip instance of those body parts. I can remove the onEnterFrame, but if Peach is stopped, for example, she wont change character/outfits when taking a new powerup (Raccoon). The problem is that my character can change outfits and character types during the same pose :/ So thats why I keep checking it (IF inside an OnEnterFrame). tips.htmlĬorta Wrote:My system is similar, just it runs without the 'if' check. tionscript "The above would behave as expected – lets say veryHeavyFunction normally takes 10ms to execute – even in a loop of 10,000 iterations, you’ll still get back a very low number." ("lazy evaluation IFs" doesnt work in AS2, but IFs are really fast in both AS2 and AS3) As for more tips about optimizing AS2 (and AS3). We can really use like 10,000 IF checkings in the whole game PER FRAME, and still have a drop like 1 FPS only. Corta Wrote:My system is similar, just it runs without the 'if' check.
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