-
Angle Rotations
Is there any way to stop these looking really crappy in Flash?
I know that Francois said that you can't set the quality as it's handled by Flash, but is there any other way around it? I've got it in my new game and it hinders the polished look of the game I think.
Steve
-
Re: Angle Rotations
Pre-Render the Rotations.
That's the only way at the moment.
-
Re: Angle Rotations
But then you only get 32 directional movement and that doesn't look much better as it looks choppy.
Oh well...
-
Re: Angle Rotations
Not if you store the angles as frames, and then just use
Force Animation Frame("object", Angle("object"))
If the object is small enough you won't even need more than 32 directions to make it smooth anyhow.
If you care about smoothness you'll give it a shot.
-
Re: Angle Rotations
Unfortunately it's a plane with about 6 different animations and another 10 different colour options to boot.
I see what you mean though and i'll keep it in mind for other projects thanks :)
-
Re: Angle Rotations
ah,
well that is unfortunate.
I don't see how flash can't have smooth rotations.
Every "native" flash game I've ever seen seems to do it just fine.
-
Re: Angle Rotations
Yep same here. That must be some way to do it :(
-
Re: Angle Rotations
I wonder if manually rotating it onto the surface object or something else could do it just as fast as the built in rotations...
It'd be pretty cool if MMF2 had an option to prerotate the active, before gameplay...But that'd probably make the file size huge! It'd still be interesting to do....
I'm also interested in how these "native" flash games do it. I've seen games loaded with way more rotation and effects than any MMF2, and they run just as fast, if not faster.
-
Re: Angle Rotations
Using Surface would be slower. MMF uses Flash's inbuilt rotation and any workaround will most likely be slower than using it.
-
Re: Angle Rotations
Then how do other games do it? Do they prerender all of the images?
Also, is it true that rotating in smaller margins is faster?