dubcity wrote:
All gifs are 320x240. I've chosen to drop every fourth frame. The resulting gif played faster. So I've slowed the speed of the resulting gif down to 60 percent playback to make it look very close to the original.
Can you please share all the original gifs, with the ingame ones that you erase? the full ones.
I want to test if i can compress them, but i dont want to download the full +300mb game.
marchegiano wrote:Lol, I had a simple ab order working fine so I went for a correct usage of the panel system. I chopped the level into 14 different panels which gave me the ability to order them less linearly . Now I'm not sure why but now the game just goes to credits rather than load the level.
Wow man, you are already mastered the correct panel usage, i really hope more creators do the same,
hey this is a a recent post in the new openbor forums:
A game that teaches how to use bg layers, to give more life to your games, not only with panels but with layers too.
https://www.chronocrash.com/forum/index ... -demo.105/
The bad thing is that you NEED to register in the site to acces the downloads
The good thing is that all bans and past problems were sorted and this is a "new" start with new forum, altought i still dont want to re enter to it.
marchegiano wrote:Still getting a huge drop in fps from a certain point in the level that doesn't recover until the level is over.
When I get there, the level spawns quite a few more enemies than other parts, might that have something to do with it?
You still need to edit the spawns to erase or create more of them and there is a way to edit the stages to free memory when the levels are finished.
You first need to "know" every non playable character from the models text and those knowed need to be loaded in a certain way in their stages.
in the current stage text you must write (if you want of course) in the header text just after the panels and fglayers:
Code: Select all
load spawnedthing 3
where "load", well, load the entity the level use;
"spawnedthing" is the entity name from the models; and
"3" is the conditioner to unload that entity with their assets and scripts just after the level ends
Every entity spawned, including panel entities must be listed with the conditioner one by one.