Helladen Posted June 10, 2011 Share Posted June 10, 2011 @K722:> I nominate this being in the official downloads section once it's able to download.> > Maybe Rose being Head Developer if the engine gets big enough, hence Robin stepping down.> > Anyways, looking forward to it. :)He didn't do very much yet… It's not a big enough mod to replace Robin's engine. Link to comment Share on other sites More sharing options...
damian666 Posted June 10, 2011 Share Posted June 10, 2011 he? last time i checked "he" had tits, but could be wrong xdDami Link to comment Share on other sites More sharing options...
Yxxe Posted June 10, 2011 Share Posted June 10, 2011 I know a few members wanted me to carry on with EO, but I see you have already started. ;] Would you mind if I helped develop Eclipse Galaxy also? As long as you wouldn't mind me helping. xD Link to comment Share on other sites More sharing options...
damian666 Posted June 10, 2011 Share Posted June 10, 2011 yes, i was one of them actually :Pelse you could post tuts like you have been doing man, that works too ^^Dami Link to comment Share on other sites More sharing options...
Helladen Posted June 10, 2011 Share Posted June 10, 2011 @Damian666:> he? last time i checked "he" had tits, but could be wrong xd> > DamiIf it is a she then I apologize. Link to comment Share on other sites More sharing options...
Joyce Posted June 10, 2011 Share Posted June 10, 2011 @Helladen:> He didn't do very much yet… It's not a big enough mod to replace Robin's engine.Helladen, you're misunderstanding what Origins is for, it's not to give you a complete engine to make your game with. It's to give you a simple base that can easily be edited and tailored to your needs without useless features you need to pry off, which is so far exactly what Rose is doing still. So your arguement is invalid, it could be the replacement as it (so far) goes onwards in the same philosophy.She's fixing bugs, and clearing up core mechanics. That's all Robin would've done as well. Link to comment Share on other sites More sharing options...
The New World Posted June 10, 2011 Author Share Posted June 10, 2011 @Helladen:> He didn't do very much yet… It's not a big enough mod to replace Robin's engine.Along with what Yami said, I'm not packing this engine to be a one click wonder game maker. I'm fixing, optimizing, and expanding the basis of Eclipse Origins v2 Beta.An important announcement, after some thinking, I've decided that, since I know everyone will want features to whored out in this engine, I'll simply write Eclipse Galaxy compatible tutorials for implementing these systems yourself, but I will not release them pre-coded in my own established Eclipse Galaxy source code.One other thing, I've decided since these control arrays aren't for everyone, I will be releasing a version of Eclipse Galaxy with, and without them. The number of people who like the improvement will determine the length of their existence. Link to comment Share on other sites More sharing options...
jcsnider Posted June 10, 2011 Share Posted June 10, 2011 @Lightning:> I know a few members wanted me to carry on with EO, but I see you have already started. ;] Would you mind if I helped develop Eclipse Galaxy also? As long as you wouldn't mind me helping. xDI also offer my support if ever needed. Link to comment Share on other sites More sharing options...
damian666 Posted June 10, 2011 Share Posted June 10, 2011 i agree, not only that your not making EE/stable mistakes again by stuffing it with shit, but also because some of us have allready a engine suited to their needs, and cant just start over like that for a feature :) Link to comment Share on other sites More sharing options...
ToshiroHayate Posted June 10, 2011 Share Posted June 10, 2011 @Rose:> One other thing, I've decided since these control arrays aren't for everyone, I will be releasing a version of Eclipse Galaxy with, and without them. The number of people who like the improvement will determine the length of their existence.That's really generous of you actually. Most developers just release it their way, and say deal with it. Nice to know you actually care to give people additional options. Brownie points for you. :3 Link to comment Share on other sites More sharing options...
Vus Posted June 10, 2011 Share Posted June 10, 2011 im going to watch this topic, this engine looks cool, i guess it will be new main engine in some time… Link to comment Share on other sites More sharing options...
The New World Posted June 10, 2011 Author Share Posted June 10, 2011 An example of how the arrays work:```Private Sub cmdResEditorBtn_Click(Index As Integer)Dim tmpIndex As Long  Select Case Index    ' Save    Case 1:      ResourceEditorOk    ' Delete    Case 2:      ClearResource EditorIndex      tmpIndex = lstIndex.ListIndex      lstIndex.RemoveItem EditorIndex - 1      lstIndex.AddItem EditorIndex & ": " & Resource(EditorIndex).name, EditorIndex - 1      lstIndex.ListIndex = tmpIndex      ResourceEditorInit    ' Cancel    Case 3:      ResourceEditorCancel  End SelectEnd Sub``` Link to comment Share on other sites More sharing options...
The New World Posted June 10, 2011 Author Share Posted June 10, 2011 Released v0.0.4 with control arrays in each editor except the map editor, and coded the Shop editor's delete command. <3 Link to comment Share on other sites More sharing options...
Stach Posted June 10, 2011 Share Posted June 10, 2011 The array idea with the controls is very clever :D Makes it clean. Link to comment Share on other sites More sharing options...
Helladen Posted June 10, 2011 Share Posted June 10, 2011 I disagree on that. It's harder to find what your looking for when you can simply double click the control instead of finding the index number. Link to comment Share on other sites More sharing options...
crzyone9584 Posted June 10, 2011 Share Posted June 10, 2011 @Helladen:> I disagree on that. It's harder to find what your looking for when you can simply double click the control instead of finding the index number.I agree but also disagree. If she has coded everything just search what you want to find instead of looking for the index. Or before double clicking look at the array number. It both seems easier yet harder at the same time. Link to comment Share on other sites More sharing options...
Stach Posted June 10, 2011 Share Posted June 10, 2011 I don't see what's so hard about clicking on the control you want, looking at the array of it then finding it in the list. Takes a whole 3 seconds more to find what you need. Link to comment Share on other sites More sharing options...
The New World Posted June 10, 2011 Author Share Posted June 10, 2011 @Helladen:> I disagree on that. It's harder to find what your looking for when you can simply double click the control instead of finding the index number.Comments. Link to comment Share on other sites More sharing options...
Aramyth Posted June 10, 2011 Share Posted June 10, 2011 Me personally i use control arrays quite a lot. Loading controls in an array also take less memory than making a ton of different controls. Link to comment Share on other sites More sharing options...
Helladen Posted June 11, 2011 Share Posted June 11, 2011 It's just preference, it's not really something you should change unless the developer of the engine prefers it. The memory aspect is very minor, computers can hold so much memory, a few extra controls won't really affect much.Also about the delayed rendering of graphics, isn't it a waste? When I talked to Jscinder he said it wouldn't of helped, if not slow it down. When I tested it, it really had no affect on my FPS speed either. Link to comment Share on other sites More sharing options...
Aramyth Posted June 11, 2011 Share Posted June 11, 2011 Not really a waste at all. The graphics and text were rendered too fast which is totally not needed. so i delayed the render speeds of both to a level where the game still runs perfectly smooth + your client won't kick the **** out of your CPU if you're on a system with very low specs. I tested it on a few computers and it does make a difference. Link to comment Share on other sites More sharing options...
The New World Posted June 11, 2011 Author Share Posted June 11, 2011 @Helladen:> It's just preference, it's not really something you should change unless the developer of the engine prefers it. The memory aspect is very minor, computers can hold so much memory, a few extra controls won't really affect much.> > Also about the delayed rendering of graphics, isn't it a waste? When I talked to Jscinder he said it wouldn't of helped, if not slow it down. When I tested it, it really had no affect on my FPS speed either.I guess you don't read the extra aspects I include in my posts. I said the arrays will only live as long as they're preferred. And for the delayed rendering, why do you want to have so much FPS for a 2D game? If it was a game using at least a particle engine, then I could understand, but for this engine, there really is no point to have a large mass of FPS. Like it or not, it's there for now. And if you really don't like it, it's less than 5 lines of code to select and delete. Link to comment Share on other sites More sharing options...
Vaughan Posted June 11, 2011 Share Posted June 11, 2011 Running the loop as fast as possible will load one of your cores to max. For some computers, especially the old ones, this is their entire processing power. There isn't really any point in rendering these out at 120FPS if you only really need 60 to make it look smooth. Might as well keep the load down low. Link to comment Share on other sites More sharing options...
The New World Posted June 11, 2011 Author Share Posted June 11, 2011 @Vaughan:> Running the loop as fast as possible will load one of your cores to max. For some computers, especially the old ones, this is their entire processing power. There isn't really any point in rendering these out at 120FPS if you only really need 60 to make it look smooth. Might as well keep the load down low.Which is exactly why it's classified as an optimization. Thank you for backing me up on this. Link to comment Share on other sites More sharing options...
The New World Posted June 11, 2011 Author Share Posted June 11, 2011 Added release summaries. Link to comment Share on other sites More sharing options...
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