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SilverCreator v1.6b2 Release (Read 2775 times)
Plaza Mike
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SilverCreator v1.6b2 Release
Jun 18th, 2009 at 11:26pm
 
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Plaza Mike
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Re: SilverCreator v1.6b2 Release
Reply #1 - Jun 18th, 2009 at 11:55pm
 
SILVERCREATOR V1.6B2 BUG HUNT FIX LIST - FIXED IN V1.6B3
- Fix global open game event being executed twice in compiled games. (Mike)
- Fix background color flicker in compiled games. (Mike)
- Shaved 13K off runtime size. (Mike)
- Fix Command-Option-Period shortcut not fully closing down the game. (Mike)
- Fix background color not updating around the picture when changing cards. (Mike)
- Fix SETSCALE not being converted to SCALESPRITE when importing old projects. (Mike)
- Fix RETURN value not being passed on when called from within a FOR loop. (Mike)
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« Last Edit: Jun 19th, 2009 at 11:41am by Plaza Mike »  

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Re: SilverCreator v1.6b2 Release
Reply #2 - Jun 19th, 2009 at 12:11am
 
Is there a way to call the Save Game event through code? This way you can use the Save Game Menu without a click-area or button.
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Plaza Mike
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Re: SilverCreator v1.6b2 Release
Reply #3 - Jun 19th, 2009 at 7:13am
 
SC v1.6b3 now supports hiding the menu bar and dock.

Key commands will still work such as Cmd-Q to quit, etc.

You can now make a full screen game with everything except being able to change the screen resolution.
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Re: SilverCreator v1.6b2 Release
Reply #4 - Jun 19th, 2009 at 12:27pm
 
The mmo client & server both run faster, though it still isn't good enough to run as a real game with over 5 players on at once, or even with npcs to fight.


-Gandolf
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« Last Edit: Jun 19th, 2009 at 12:28pm by Gandolf »  
 
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Plaza Mike
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Re: SilverCreator v1.6b2 Release
Reply #5 - Jun 19th, 2009 at 3:34pm
 
Gandolf wrote on Jun 19th, 2009 at 12:27pm:
The mmo client & server both run faster, though it still isn't good enough to run as a real game with over 5 players on at once, or even with npcs to fight.


-Gandolf


Do you have any theories as to why it is slow?

Would you say it's the scripting or the graphics?

If you are using any fake arrays, convert them to real arrays and see if that helps. Real arrays are probably 1000% faster than fake arrays.

"DIM name(numItems)" to create an array. Then just access and assign to it normally.
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« Last Edit: Jun 19th, 2009 at 3:35pm by Plaza Mike »  

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Re: SilverCreator v1.6b2 Release
Reply #6 - Jun 19th, 2009 at 3:45pm
 
Mm, you have a point; though I don't think I'll mess with it any time soon. Titanium Forge is making some large leaps.


-Gandolf
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Re: SilverCreator v1.6b2 Release
Reply #7 - Jun 19th, 2009 at 3:57pm
 
Are arrays supposed to not be displayed in the variables window?
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Re: SilverCreator v1.6b2 Release
Reply #8 - Jun 20th, 2009 at 6:08am
 
Plaza Redd wrote on Jun 19th, 2009 at 3:57pm:
Are arrays supposed to not be displayed in the variables window?


I forgot to get that set up. I'm not sure how I should do it.

REALbasic shows "arrayname(50)" on the left column and a blue link that says "Array" on the right. You click on Array to see a list of all the array items in another window.

I could also just add every single array item to the variables window. That would be easier to program and you don't have so many windows open.

I'll do one or the other for v1.6b3.

Do you guys make use of the variables window? I've only seen that feature in REALbasic so it's a pretty neat feature. Turn it off to speed up games in Run mode though (if your game changes tons of variables every second, the variables window will slow it down).
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Re: SilverCreator v1.6b2 Release
Reply #9 - Jun 20th, 2009 at 6:32am
 
Plaza Mike wrote on Jun 20th, 2009 at 6:08am:
I forgot to get that set up. I'm not sure how I should do it.

I'd go for a hierarchical list. The folder would be the array name and it would contain each item accordingly.

IMO it's a cleaner approach.

Plaza Mike wrote on Jun 20th, 2009 at 6:08am:
Do you guys make use of the variables window? I've only seen that feature in REALbasic so it's a pretty neat feature. Turn it off to speed up games in Run mode though (if your game changes tons of variables every second, the variables window will slow it down).

Yeah I used it a lot to see that changes were being done well especially in stats and all that stuff.
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Plaza Mike
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Re: SilverCreator v1.6b2 Release
Reply #10 - Jun 20th, 2009 at 6:58am
 
Plaza Redd wrote on Jun 20th, 2009 at 6:32am:
Plaza Mike wrote on Jun 20th, 2009 at 6:08am:
I forgot to get that set up. I'm not sure how I should do it.

I'd go for a hierarchical list. The folder would be the array name and it would contain each item accordingly.

IMO it's a cleaner approach.



Bitch to code though.
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Re: SilverCreator v1.6b2 Release
Reply #11 - Jun 20th, 2009 at 8:31am
 
Ya the variable window is very useful when you know the code should work, but variable settings aren't calibrated. Makes it easy to know which variable to change.
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Re: SilverCreator v1.6b2 Release
Reply #12 - Jun 20th, 2009 at 6:42pm
 
Plaza Mike wrote on Jun 20th, 2009 at 6:58am:
Bitch to code though.

Oh, well I don't mind how it's done as long as the variables are visible Tongue

The editor's overall performance is slower than 1.5, it's like I'm running the app using Rosetta. *cringe*

Older projects seem to work fine so far. I'll come up with something new and irrational and see how it works out. That sprite(sheet) clipping code would help speed things up though.
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Re: SilverCreator v1.6b2 Release
Reply #13 - Jun 21st, 2009 at 1:54pm
 
Plaza Redd wrote on Jun 20th, 2009 at 6:42pm:
The editor's overall performance is slower than 1.5, it's like I'm running the app using Rosetta. *cringe*

Older projects seem to work fine so far. I'll come up with something new and irrational and see how it works out. That sprite(sheet) clipping code would help speed things up though.


Right now (at this moment - this is not my laptop) I am on a 2 GHz MacBook Core 2 Duo with 2 GB RAM. The editor runs very well in Rosetta. What PPC Mac are you using?
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« Last Edit: Jun 21st, 2009 at 1:54pm by Plaza Mike »  

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Re: SilverCreator v1.6b2 Release
Reply #14 - Jun 21st, 2009 at 2:06pm
 
Plaza Mike wrote on Jun 21st, 2009 at 1:54pm:
Plaza Redd wrote on Jun 20th, 2009 at 6:42pm:
The editor's overall performance is slower than 1.5, it's like I'm running the app using Rosetta. *cringe*

Older projects seem to work fine so far. I'll come up with something new and irrational and see how it works out. That sprite(sheet) clipping code would help speed things up though.


Right now (at this moment - this is not my laptop) I am on a 2 GHz MacBook Core 2 Duo with 2 GB RAM. The editor runs very well in Rosetta. What PPC Mac are you using?

That's just it, nowadays there shouldn't be an application that needs Rosetta to run.

I'm on an iMac 2GHz Intel Core 2 Duo with 3 GB RAM.

The drawing tools are visibly slower than 1.5, that's for sure. And it takes longer for 1.6b2 to open than 1.5. :/
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« Last Edit: Jun 21st, 2009 at 2:06pm by Plaza Redd »  

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