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Max:Tyson

Member Since 16 Sep 2010
Offline Last Active Apr 03 2013 07:42 PM

Posts I've Made

In Topic: Awesome Game idea

06 February 2013 - 12:14 AM

I expected as much really. Thanks for the help guys, I will be moving on to the Unity forums now.

:mellow:

In Topic: Space Racer

12 December 2012 - 04:02 PM

Here to promote my new game Space Racer.

You can Play it Here!

Read More About This Game and View Screenshots of It Here


This is very weird, I use ubuntu, and of all the html5 games I have played this is the only one that does not lag like crazy. Well done, I don't think you had any intentions of making it lag free for us ubuntu users, but good job anyways and keep up the good work!

In Topic: Sandbox Games lag

08 July 2012 - 10:34 PM



I don't really know where... for example, i have mushrooms, wich also get destroyed, and on their codes, they only destroy when they collide with a tool or when there is no dirt on their bottom :s


Is the door perhaps a child member of the obj_block?

- Vlad

Theres a parent for the blocks, and no, the parent never gets destroyed


I don't really know where... for example, i have mushrooms, wich also get destroyed, and on their codes, they only destroy when they collide with a tool or when there is no dirt on their bottom :s


Have you tried only drawing objects when if the player is near enough to them?

A script like this in every object besides the player object

if (object_nearest(obj_player,500))
    {
     visible = true;
    }
else
    {
    visible = false;
    }


What this code does is check if obj_player is within 500 pixels and if it is then you can see it, if the player is farther than 500 pixels it will disappear.

does that have the same effectiveness of deactivating instances?


Sorry this reply is like a month late, i just moved and haven't had any internet for a while.

I do not know if this is the same as deactivating an object, but what it should do is free up the RAM that is required to draw those objects.

In Topic: Sandbox Games lag

19 June 2012 - 11:18 AM

I don't really know where... for example, i have mushrooms, wich also get destroyed, and on their codes, they only destroy when they collide with a tool or when there is no dirt on their bottom :s


Have you tried only drawing objects when if the player is near enough to them?

A script like this in every object besides the player object

if (object_nearest(obj_player,500))
    {
     visible = true;
    }
else
    {
    visible = false;
    }


What this code does is check if obj_player is within 500 pixels and if it is then you can see it, if the player is farther than 500 pixels it will disappear.

In Topic: 2D arrays for inventory

23 May 2012 - 02:36 PM

You could since objects do return a number... but that's not how it would be used for what you want. For what you're trying to do, a 2D array is not needed. Just do:

slot[0] = 0;// slot 0 has nothing (0) in it
slot[1] = 0;// slot 1 has nothing in it
slot[2] = some_item_here;
And I'd reccommend just using a string rather than the actual object.
But you would need a 2D array if you want to keep track of the item and quantity of the item or some other data associated with the item. However, it's still not done that way. For that, you'd need something like:
slot[0,0] = "nothing"; // slot 0 has nothing in it
slot[0,1] = 0; // the quantity of this "nothing" is 0 (although it really wouldn't matter what the quantity is since it's "nothing" anyway)
slot[1,0] = "nothing"; // slot 1 has nothing in it
slot[1,1] = 0;
slot[2,0] = "some item here"; // slot 2 contains the item
slot[2,1] = 1; // the player has 1 of that item


Couldn't I do something like this?


slot[0,0] = 'Nothing';
slot[1,12] = 'Bullets'; // slot 1 has a quantity of 12 of obj_bullet


Would this work?