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Dr. James MD

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19th June, 2008 at 10:30:56 -

JPEG is nice and dandy for all them 3D games out there but I wouldn't trust it anywhere near low res or pixel art games, with or without gradients (which is fine so long as they're banded and not rotated). JPEG2000 is nice but I'm unsure of compatibility with Windows systems.

 
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19th June, 2008 at 21:39:48 -


The difference here is that MMF games frame-rates are capped at what you set so they can never run faster - timer events make bosses impossible sometimes because they create projectiles more often than at full fps etc. So there is no advantage to timer events at all except for things that actually need to use seconds like play time and such-like.


That's why I link a timer to a counter. I make all movements follow that counter, not any timer. Hmm.. good guideline, though. But I have seen a few old games not run on my computer because my processing power made it too fast.


I disagree on editors being inflexible - you can very easily make an ace editor system and changing things is pretty simple too. All aspects need planning - so that's all it really takes


True. That's why you should only put it in a sequel to your game. By the time you make a sequel, you know every single aspect of the level design and don't have to make a tiny tweak that renders all your previous levels invalid just because you changed a major feature. Inflexibility comes with every tool. If you make a level editor with tiles, you're bound to only use tiles, but often you don't really need the flexibility.


Originally Posted by Roseweave
These aren't really techniques, but "guidelines" :/

I still don't understand why some people can't install Winrar. Don't forget that some of us are on slow connections, and a rar can be 25% smaller.



Lol, they started off as techniques OK, good point for RAR there. 1.5 MB vs 2 MB is nothing, but 15 MB vs 20 MB is a lot.

 
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20th June, 2008 at 02:25:35 -

I use rar's internally for projects and they are life savers - instead of sending back and forth my current 8mb mfa I can send a 1.5mb rar.

But for actual release? Most people won't care over 5mb difference.

 
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20th June, 2008 at 02:58:54 -

17. MMF has only 32 flags. Damn, why didn't anyone tell me that earlier!

 
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20th June, 2008 at 14:22:30 -

How long have you had MMF?

 
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20th June, 2008 at 21:35:48 -

Oh by the way Muz here is another little bit of info for you!

18. Making an object global means it's data is saved from frame to frame. Including alterable values and FLAGS

essentially giving you more flags to work with.

 
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21st June, 2008 at 05:44:07 -


Originally Posted by Phizzy
I have 32 000 fags.



That's more than 31 000!

 
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21st June, 2008 at 16:42:40 -


Originally Posted by Phredreeke

Originally Posted by Roseweave
It depends on what kind of graphical style you're using. For more "oldschool" looking games PNGs will be better. But in games that use a lot of detail or colour gradients JPGs will be better.

I might upload the game I was working on for my FYP in college so you can see what I mean.



Sorry, no. JPG will never be better than PNG. It may be smaller but never better. (unless you use 256 color PNG)



JPG will be better in terms of quality/file size.

For example check out the screens I posted from my game today:

http://www.create-games.com/project.asp?id=1213

The PNG shots were a huge 670k, but jpgs with barely noticeable quality drop were under 300. It was a no-brainer. Those are lower quality because my crappy connection drops imageshack after the first 100k or so. Not much I can do about that, but another reason why JPG is more useful.

Also, some people might not want to show exactly what their game will look like on your screen either. To get the full quality, you play the game.

 
Check out my Telekinesis'em'up Thread and the ALICE Machines -

http://www.create-games.com/project.asp?id=1213

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23rd June, 2008 at 22:51:57 -


Originally Posted by Captain Andyman
Oh by the way Muz here is another little bit of info for you!

18. Making an object global means it's data is saved from frame to frame. Including alterable values and FLAGS

essentially giving you more flags to work with.



I have enough flags... I just don't like it how Flag 33 = Flag 1. Very buggy!


The PNG shots were a huge 670k, but jpgs with barely noticeable quality drop were under 300.


Lol, 670K? Might as well download the full game rather than load a few screenshots

 
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24th June, 2008 at 00:28:15 -

Ok, some more controversial ones before I write an article on this:

19. Avoid using the Data store 2 object, especially in timed events. They seem to not work with fastloops.

20. Be careful with picking objects especially in cases that may involve a lot of different objects meeting the conditions. Use the alternative methods mentioned in this thread: http://www.create-games.com/forum_post.asp?id=222433

 
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Ricky

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28th June, 2008 at 17:53:35 -

flag 33 = flag 1? so does that mean you cant have more than 32 flags per object? Thats important to know

 
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28th June, 2008 at 17:57:06 -

"6. Avoid putting transitions in every frame just because you can. If you REALLY have to, keep them short, below 5 seconds. "

Id say even lower than that. Unless a longer transition is required for an effect.

 
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3rd July, 2008 at 00:52:25 -


Originally Posted by -Adam-
"6. Avoid putting transitions in every frame just because you can. If you REALLY have to, keep them short, below 5 seconds. "

Id say even lower than that. Unless a longer transition is required for an effect.



Oh, yeah, thanks for that. Maybe 0.5 secs. I forgot how long 5 seconds were.

 
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Muz



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3rd July, 2008 at 01:03:20 -


Originally Posted by -Adam-
"6. Avoid putting transitions in every frame just because you can. If you REALLY have to, keep them short, below 5 seconds. "

Id say even lower than that. Unless a longer transition is required for an effect.



Oh, yeah, thanks for that. Maybe 0.5 secs. I forgot how long 5 seconds were.

 
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Dr. James MD

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3rd July, 2008 at 02:36:32 -

Triple post Muz! /milk

 
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