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Dpful
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Hi, I've just started working with the current kit, everything is working great, but I've got one problem:
On the sprite editor menu, "create new, etc. etc. etc.", I'm not seeing any thumbnails.

Dpful
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---and also, when I edit the

---and also, when I edit the animation, the animation preview in the corner does display properly- it shows the first frame and then blank for the frames

Dpful
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(I'm using regular new

(I'm using regular new version- no beta.)

Tall John
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Sprite Editor

Hi Dpful,

Thank you for letting me know about these issues. We've reproduced them here and are will get them fixed.

Thanks again,
John

Tall John
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Sprite Editor

Hi Dpful,

I'm sorry it has taken so long to get the new build together but version 2.0.16 fixes the problem with the Sprite Editor, amongst other things. This version is a bit of maintenance build as it contains fixes, upgrades and improvements to many of the SEUK's features. So thank you to yourself and others who have let us know about these problems so that we could improve the SEUK.

Thanks again,
John

Dpful
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Need more help

Hi, just checking in with some news and some problems

1. The game I made with the SEUK now resides in the Gallery Of Fine Hyper-art, which is something I built to show it off. You can learn about it here at our instagram https://pikstagram.com/thegofha or @thegofha if you have an instagram account.

2. I'm working on my next game and have hit a snag/need some help/advice
I'm using ver 2.0.17.14
A link to my file is here: http://www.rest30.com/videogamedivision/rbahtestz.zip -(it's a direct link, you have to right click and "save as") (start is Z, then WASD with F for shooting)

I've had problem with frame skipping and collision skipping.
-for frame skipping, is it possible to turn that into slowdown instead? and of course the collision skipping is a problem-
If you play to the end of my level, the last boss starts missing collisions consistently. I havn't found a better way to test it than to play through the whole level, it doesn't seem to have to do with how many bullets are around, or-- basically the advice I need is:
1. Is it something you can fix?
2. Do you have any ideas on what is causing the skips or misses- I've had a hard time identifying which factors are doing the most damage, for example, at one point it seemed it could have been some bullets that I scaled to be really large, at one point I believed it was having to high of a "max can generate" number on NPC generators. Anyways, I feel like I've tried about everything and am now humbly asking for some ideas from you.
3. Is there a limit to .... whatever's going on, basically, should I be making shorter levels?
4. Some of these problems didn't seem to be in the version I made my previous game on- it seemed to favor slowdown over frame skipping (which I greatly prefer)-- It did have two long levels that seemed to slow down a little bit more near the end of them. Anyways, if I hit a brick wall on this, would you recommend I use that version? (I realize I'm trying to do something very specific with the program, that might not be in the exact direction that you're developing it, so as always, I'm very grateful for any help, and not trying to rock the boat).

As, as always, your work has changed my life, thanks very much, and I'm excited to get my 2nd piece done.
thanks, Dave

Tall John
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Need More Help

Hi Dpful,

It's great to hear from you again and thank you for the questions.

We've taken a look at your game and it's looking great! We loved the animation and the use of colour - and the game is fun too.

We are updating the version of PhysX we are using which will fix the collision problems you are seeing. There are also some very significant optimisations we're introducing which should help with the general frame rate.

You raise an interesting point about preferring slow down to frame skipping. Frame skipping is generally preferred in order to give a consistent speed of movement but I do respect that you prefer slow down. I've played games that have used this method and it has been right for those products. I will make frame skipping optional.

We will look through your game again and investigate your other points.

Thanks again,
John

Dpful
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Thanks so much John,Yeah,

Thanks so much John,
Yeah, the slowdown is important to me, mostly as I'm working on the game to keep track of how hard it's working on my laptop/ to double check how many bullets I can use, etc.- to get it properly optomised and maxed-out (and keep a smooth frame-rate in the end). So I'd appreciate that very much! Especially as an option.
I'm very happy to get working on the program again!
I'll report on a few other minor snags as soon as I can articulate them properly and helpfully, -one is that (not articulated very well) sometimes the menus for npc definitions or weapons won't open from the get go (from their regular buttons), but will open fine if you click the shortcut link to them within the npc or player properties (and then they open fine from their main screen buttons thereafter)
Thanks again John

hmmm.. went to it right after writing this (it's been a few days), and all buttons working great. If I can nail down any probs, I'll report- I thought I'd had that one nailed down.