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Thread: Angle Rotations

  1. #11
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    Re: Angle Rotations

    Yes, a lot of games prerender them before the game starts.
    Also, in smaller margins? You mean a smaller angle delta? If so, no, that shouldn't make any difference, I think..

  2. #12
    Forum Moderator Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleMac Export ModuleSWF Export Module
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    Re: Angle Rotations

    The quality would be better for vector graphics. Can't say I've noticed any bitmap graphics in other Flash games that rotate nicer than we see via MMF, but I've not been specifically looking.
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  3. #13
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    Re: Angle Rotations

    If you need simple scalable and rotating vector graphics in Flash you can still give the Active Shape a try.. :whistle:

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    Re: Angle Rotations

    I have an idea that works of off what UrbanMonk said:

    Could you use the 32 directions and then rotate the small amount remaining to maintain a better speed?

  5. #15
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    Re: Angle Rotations

    That wouldn't work as well at sounds rr.

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    Re: Angle Rotations

    Is there a reason?

  7. #17
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    Re: Angle Rotations

    Yeah, if the object is small enough it doesn't make a noticeable difference.

    If the object is large enough then the intermediate directions would still look just as bad as if you would have done it in the first place.

    You can try it if you want.

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    Re: Angle Rotations

    Oh I was thinking speed not quality, oops :blush:

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    Re: Angle Rotations

    Oh right I forgot that most Flash games are using vector graphics. Hm. If only MMF2 had vector support that'd be a pretty big change though. We can only hope for MMF3

    The way I see it, it just adds to the challenge of making a game. If you can't rotate large objects, work around it Unfortunately with Flash we have to do this; it's no longer making the game you want, it's making the game that MMF2's SWF Exporter can handle.

  10. #20
    RayMarble
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    Re: Angle Rotations

    Quote Originally Posted by Steven
    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
    If the object you want to rotate isn't super huge and there aren't that many of them to kill the framerate, set it 4* or 2* the target size (so for example your target size is 32*32, the original Active Object should be 128*128 or 64*64). Don't use too much AA.

    Then just both scale and rotate it during runtime and it should get automatic AA (provided Flash quality is set to high, which is how most people have it seeing as it's the default option).

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