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.
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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17. MMF has only 32 flags. Damn, why didn't anyone tell me that earlier!
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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:
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 -
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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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
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
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.
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
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.
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.