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Thread: When object leaves Window area ... possible ?

  1. #11
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export Module

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    If those are just walls then I highly recommend to use backdrops instead of actives.

    I would even recommend the following:

    Instead of 2000x2000 use 2048x2048 (Ref) and use a large image as your level backdrop and load it via Picture object. As for all the boundaries use a single active object with the smallest possible size (lets say 8x8 px) and simply place those as obstacles. Set those to show as invisble and you still can have all sort of interaction.

  2. #12
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    so when I create an image and make 1 active object 8x8 , am I not duplicating it 1000's of times to create the walls etc ?

  3. #13
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    just use backdrops instead of active objects, backdrops don't show up in the event editor. Using smaller peices (eg. 64 pixels long) and joining them together would reduce the number of unique objects you need to use.

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    ok thank you.. I will give that a try

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    OK , I feel really stupid, but if I use a backdrop, I can walk through it.. how can I make it, so it will stop ? I don't get it.
    Sure I can place the active objects on top, but then I am back at the start... placing all those objects in the frame..
    Do you have an example maybe, so I can understand ?

  6. #16
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    backdrop properties - > set as obstacle

  7. #17
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    Weird.. I did. its just "Backdrop" and not "Active Backdrop" right ? (tried them both btw)

    ok nvm...
    I needed a different event... now it works..
    I used the same image to try it out..
    The size is still the same, and not seeing any difference though.

  8. #18
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    Quote Originally Posted by DaveC View Post
    just use backdrops instead of active objects, backdrops don't show up in the event editor. Using smaller peices (eg. 64 pixels long) and joining them together would reduce the number of unique objects you need to use.
    so When I do this, I do still end up with tons of objects in my list if I use clone (not showing in the event editor though)
    or duplicate them, then I get just 1 item... Is that how it normally is done ?? Cause it seems easier to have the whole maze in a background..
    Filesize is not making any difference..
    (Sorry but trying to understand the logic here )

  9. #19
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    map.mfa

    attached is a way more optimized way of doing it.. there are a number of ways you could do it.. and you COULD do it the way you're doing it now.. it's just a massive waste of memory.
    All of the white space is still being used as texture memory, so you have these massive 1024x768 bitmap images for every level, if you have 100 levels the maps along might be 100+mb whereas you could use a few 8x8 quickbackdrops (or just smaller textures in general, like 128x4 or something) where you could have thousands of levels and keep it under 1mb.

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