Jump to content


Rexhunter99

Member Since 25 Nov 2005
Offline Last Active Mar 31 2013 12:34 PM

Posts I've Made

In Topic: How To Create A Gamemaker Linux Game

28 March 2013 - 03:24 AM

I'd like to point out that the Swap partition shouldn't be a static 8Gb, you should be setting it to roughly the same as your physical memory or double, it works much like the Windows pagefile.  Also if you're testing games built for a Linux distribution (Ubuntu in this case) and are running a system other than the target system (Mac Windows or another Linux Distro) I highly recommend installing Lubuntu in VM ware as opposed to Ubuntu which is clogged up by unneeded features and the interface severely hampers performance.  Most gamers will use Ubuntu 12.04/12.10 with LXDE interface, or plain Lubuntu which is minimal Ubuntu with the LXDE interface standard.  I notice huge leaps in framerate differences between the two distributions and won't be going back to Ubuntu any time soon.

 

Back on topic with the Swap partition, I have 8Gb of physical memory, I'm likely never to use it all so system paging is useless (and thus its disabled on my Windows 8) so I made the decision to run an 8Gb Swap partition to mirror it, again likely overkill because I've gotten away with 2Gb easily before and my memory usage has never gone above 1.5Gb, even when I have a bad case of the lazy (leaving up to a hundred windows open and processes running)

 

Why am I prattling on like this over a virtualised system?  Because users tend to go "Oh I like this," then install the system on their physical machine using the same settings and end up stuck between a rock and a hard place when its all said and done, I recently realised my mistake of using a Data partition as the home directory for my Lubuntu system when the partition was corrupted during a reinstall of Windows (I forgot that DISKPART is zero based when Windows disk manager is one based) and quick formatted the whole data drive to NTFS from EXT3, luckily I managed to recover my data and set it all back up again.  But lesson learned.


In Topic: Perfect Pokémon Movement!

28 March 2013 - 12:50 AM

I've noticed that the bike only goes x2 speed, same as running, the only advantage that proposes is not having to hold down a button, in the games you move about 2.5-3x faster on the bike (For FRLG, Mach Bike in RSE is a different case)

 

Also I can't remember but does FRLG running happen after you finish traversing the cell? Or during? My recent playthrough of Emerald felt like it happens during the cell movement, not after.


In Topic: Pokemon Movement

28 March 2013 - 12:48 AM

http://gmc.yoyogames...howtopic=429295 this right here will help you out! I have used this for movement for Pokemon ga,es and it works perfect.

Or this will:
http://gmc.yoyogames...pic=253000&st=0


In Topic: 3d porjection help

07 January 2013 - 10:09 PM

You can have two approaches that work:

You either have the sprites/planes/billboards have the rotation of the camera plus 180 degress* (a bit faster to calculate with OK visuals) or calculate the rotation by using point_direction() from the object's position to the camera's position.

Or use vectors, which will probably be faster than calculating the direction like that.

In Topic: Phantom Water Tech

07 January 2013 - 10:08 PM

What you're after isn't volumetric fog. Volumetric fog takes light absorbtion into account, which doesn't appear to be what you're after.

In D3D, the fog is all you got for doing thing somewhat right as other methods are worsening game performance too much. Or move on and join GM OGRE where you have access to the depth buffer in shaders. I've done it before, it's possible.

Phantom, stop trying to drag people into Ogre. You guys really drive me nutty with all this "Ogre is boss" rubbish you spew out.

@Robert
What you want can be emulated rather cheaply using already available features, however the nicest effect certainly will be made by shaders.
So Studio Standard will have Shader support? I might have to invest in a copy... it was the one thing that GM really lacked besides processing grunt and the reason I left the GMC for so long, if they bring in new graphics capabilities... well I may just come back.