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Author Topic: (Now 0.85) Version 0.80!  (Read 4070 times)
ChevyRay
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« Reply #30 on: February 10, 2010 »

I doubt it will change it that much if you're using thousands of Acrobats. That's a pretty intensive game, Acrobats were sort of designed to be used for the occasional object you wanted to have alpha or transformation, not really to be the bulk of your game Entities.

So yeah, I'd just say keep .74 if you've edited the core classes so much. It's probably not worth it, just upgrade for the next game you do.
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noobjam
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« Reply #31 on: February 10, 2010 »

That's what I figured. I am still, after all, programming in ActionScript. I can't imagine there are too many ways to optimize the draw method.

In some cases, I'm using Acrobats that use the default rendering, one of the options you already had. If angle is 0, so on so forth. I extended that a bit to suit my needs  as well.

I'll show an example of my work when I feel like it's good enough. Rewriting most of the main classes right now to optimize.
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ChevyRay
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« Reply #32 on: February 11, 2010 »

Just uploaded Version 0.81 with a few changes:


- There's a quick fix in Tilemap so now you can pass a null bitmap into its constructor to have an invisible Tilemap (equivalent of the Grid class from Version 0.74).

- Input Now has checkKey(), pressedKey(), and releasedKey() for checking input for single keyCode values instead of input names. You do not need to define input if you are going to use these functions, you can just check for them at any time.

- FP now has a set of functions for working with seeded pseudo-random numbers.


The new version 0.81 won't mess up any of your 0.80 games or anything, I only added a few functions and changed some of Tilemap's guts to fix a bug, so go ahead and update. You can download it here:

http://flashpunk.net/downloads/FP_V0_81.zip
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chris018
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« Reply #33 on: February 11, 2010 »

Im currently using 0.73 for my game.. Too far in development to go back and rework it. But im sure to update sooner or later. I already got a lot working thus far .
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marcus
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« Reply #34 on: February 11, 2010 »

Pseudo random numbers come just in the right time I was seeding an array by hand as I saw the Update. I noticed that much math.random costs too much performance.

20000 iterations math.random() 11 ms
20000 iterations FP.random 22 ms

I thought I had some choppys cauze of math.random() but it seems it wasn't so. Anyway the function are very handy. like the old as random(int) function.

Thank you very much.

Btw Flashpunk is the smartest  (game) framework I have seen so far.
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Vartagh
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« Reply #35 on: February 11, 2010 »

Pseudo random numbers come just in the right time I was seeding an array by hand as I saw the Update. I noticed that much math.random costs too much performance.

Thank you very much.

Btw Flashpunk is the smartest  (game) framework I have seen so far.

i totally quote
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« Reply #36 on: February 11, 2010 »

Heya Chevy, was working with this last night and it seemed to me that maybe FP.delta wasn't being correctly calculated? Or maybe I don't understand how it's supposed to work.

There could be a bug in my code but it was a looong way off 1/FP.fps at any rate... =) This was in 0.80
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« Reply #37 on: February 11, 2010 »

Hey Chevy, a suggestion:

You have FP.world for accessing the current world and FP.goto for changing it. Why not just make FP.world a getter/setter and execute the stuff FP.goto does in the setter to simplify things?
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ChevyRay
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« Reply #38 on: February 11, 2010 »

Heya Chevy, was working with this last night and it seemed to me that maybe FP.delta wasn't being correctly calculated? Or maybe I don't understand how it's supposed to work.

There could be a bug in my code but it was a looong way off 1/FP.fps at any rate... =) This was in 0.80

Oh, probably. Will fix this...

Hey Chevy, a suggestion:

You have FP.world for accessing the current world and FP.goto for changing it. Why not just make FP.world a getter/setter and execute the stuff FP.goto does in the setter to simplify things?

It's mostly that FlashPunk uses FP.world so much internally, and you're bound to be accessing it countless amounts in your game, and I just didn't want the overead of wrapping it in a function. But for organization's sake, I could probably make that change anyways.
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marcosd
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« Reply #39 on: February 11, 2010 »

- FP now has a set of functions for working with seeded pseudo-random numbers.

If you like I could implement the Mersenne Twister algorithm for FlashPunk (it's a known high-period generator).

Thanks for the update!
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ChevyRay
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« Reply #40 on: February 15, 2010 »

Uploaded another, Version 0.83, with a couple bugfixes and some additional collision functions:


- Added collidePoint() and collideRect() to Entity.

- Added collidePoint() and collideRect() to World, for checking against all Entities of a collision-type.

- Fixed a problem with Camera effecting draw positions in the render loop.

- Cleaned up some minor redundancies in the regular collide() and collideWith() checks in Entity.

- FP.delta property temporarily removed and suspended due to bugs. May re-include in a later version.

- Aside from FP.delta removal, this version should be completely 0.81 compatible.


You can download it here:
http://flashpunk.net/downloads/FP_V0_83.zip
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Desert Dog
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« Reply #41 on: February 15, 2010 »

If it matters, my project works fine with v.83...  Wink

New functions look handy, and reminiscent of GM!
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ChevyRay
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« Reply #42 on: February 15, 2010 »

Yeah, collidePoint() should be handy for stuff like button objects and stuff that you want to interact with the mouse.
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Vartagh
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« Reply #43 on: February 15, 2010 »

0.83 remove the "EARTHQUAKE" SHACKING CAMERA when player is on a border of a tile ?
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ChevyRay
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« Reply #44 on: February 15, 2010 »

Sorry Vartagh, you're going to have to explain that sentence to me again, I have no idea what you just said.
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