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Using Ghost Effect 100 on a sprite still has the same performance hit of setting it to 50, for example.
What alternative is there that will not reduce the speed of my game? (hide doesn't work with collisions)
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Any options for the moment?
If it comes down to it I'll have to export a masked image of the level for collisions. It would take up more disk space and time - but would work.
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No options currently anyways all the graphic effects slows scratch down.
You can use Mathematics for faster effects
Last edited by fanofcena (2010-02-11 23:56:02)
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Hmmm... I think this belongs in Advanced Topics, RHY3756547.
If the great Scratch master (that's you, of course) can't think of a solution, how could I?
I don't have a solution, sorry.
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Jonathanpb wrote:
Hmmm... I think this belongs in Advanced Topics, RHY3756547.
![]()
If the great Scratch master (that's you, of course) can't think of a solution, how could I?![]()
I don't have a solution, sorry.![]()
I think what RHY3756547 is saying is that it is a bug that it isn't faster. It seems to make sense that it could be faster as the sprite doesn't actually have to be rendered - only the collision and color sensing still needs to be performed. But I have no idea if that actually is how the code works.
Maybe this topic belongs in Suggestions since RHY3756547 may be recommending that such a mode be developed?
However, on second thought, let's try it in Advanced Topics as Jonathanpb suggests and see if anybody has any alternate techniques. Maybe move it elsewhere later.
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Paddle2See wrote:
Jonathanpb wrote:
Hmmm... I think this belongs in Advanced Topics, RHY3756547.
![]()
If the great Scratch master (that's you, of course) can't think of a solution, how could I?![]()
I don't have a solution, sorry.![]()
I think what RHY3756547 is saying is that it is a bug that it isn't faster. It seems to make sense that it could be faster as the sprite doesn't actually have to be rendered - only the collision and color sensing still needs to be performed. But I have no idea if that actually is how the code works.
Maybe this topic belongs in Suggestions since RHY3756547 may be recommending that such a mode be developed?
However, on second thought, let's try it in Advanced Topics as Jonathanpb suggests and see if anybody has any alternate techniques. Maybe move it elsewhere later.
I got it by Paddle2see's post RHY as scratch is fast enough at presentation mode instead of using ghost 100% you can use show hide blocks
like
|forever
|||show
|||hide
Belive me its faster then Ghost and for very simple objects Mathematics is the best solution
.
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Would setting it to 99 help?
It probably wouldn't.
For some reason archmage only sets ghost effect to 99...
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What you could do, is make a a 2nd costume that's just a little black dot.
Though, it might be a bit of a pain, if your using a set of variables already to set the sprites costume to a certain amount...
hmmm....

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08jackt wrote:
What you could do, is make a a 2nd costume that's just a little black dot.
Though, it might be a bit of a pain, if your using a set of variables already to set the sprites costume to a certain amount...
hmmm....
But then what about color detection and collision detection?
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fanofcena wrote:
Paddle2See wrote:
Jonathanpb wrote:
Hmmm... I think this belongs in Advanced Topics, RHY3756547.
![]()
If the great Scratch master (that's you, of course) can't think of a solution, how could I?![]()
I don't have a solution, sorry.![]()
I think what RHY3756547 is saying is that it is a bug that it isn't faster. It seems to make sense that it could be faster as the sprite doesn't actually have to be rendered - only the collision and color sensing still needs to be performed. But I have no idea if that actually is how the code works.
Maybe this topic belongs in Suggestions since RHY3756547 may be recommending that such a mode be developed?
However, on second thought, let's try it in Advanced Topics as Jonathanpb suggests and see if anybody has any alternate techniques. Maybe move it elsewhere later.I got it by Paddle2see's post RHY as scratch is fast enough at presentation mode instead of using ghost 100% you can use show hide blocks
like
|forever
|||show
|||hide
Belive me its faster then Ghost and for very simple objects Mathematics is the best solution.
That gets me a 1 frame delay. I don't want that.
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RHY3756547 wrote:
fanofcena wrote:
Paddle2See wrote:
I think what RHY3756547 is saying is that it is a bug that it isn't faster. It seems to make sense that it could be faster as the sprite doesn't actually have to be rendered - only the collision and color sensing still needs to be performed. But I have no idea if that actually is how the code works.
Maybe this topic belongs in Suggestions since RHY3756547 may be recommending that such a mode be developed?
However, on second thought, let's try it in Advanced Topics as Jonathanpb suggests and see if anybody has any alternate techniques. Maybe move it elsewhere later.I got it by Paddle2see's post RHY as scratch is fast enough at presentation mode instead of using ghost 100% you can use show hide blocks
like
|forever
|||show
|||hide
Belive me its faster then Ghost and for very simple objects Mathematics is the best solution.
That gets me a 1 frame delay. I don't want that.
1 frame? Really?
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adriangl wrote:
RHY3756547 wrote:
fanofcena wrote:
I got it by Paddle2see's post RHY as scratch is fast enough at presentation mode instead of using ghost 100% you can use show hide blocks
like
|forever
|||show
|||hide
Belive me its faster then Ghost and for very simple objects Mathematics is the best solution.
That gets me a 1 frame delay. I don't want that.
1 frame? Really?
Yes. Didn't I just say that?
When I have things colide I don't want the user to see it stuck half way in it. If you do, that's fine by me.
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adriangl wrote:
RHY3756547 wrote:
fanofcena wrote:
I got it by Paddle2see's post RHY as scratch is fast enough at presentation mode instead of using ghost 100% you can use show hide blocks
like
|forever
|||show
|||hide
Belive me its faster then Ghost and for very simple objects Mathematics is the best solution.
That gets me a 1 frame delay. I don't want that.
1 frame? Really?
Yup. RHY spazzes out over every frame he loses in a scratch project.
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Lucario621 wrote:
adriangl wrote:
RHY3756547 wrote:
That gets me a 1 frame delay. I don't want that.1 frame? Really?
Yup. RHY spazzes out over every frame he loses in a scratch project.
I really hate you.
I've decided to lose the one frame on everything but the wall collision sprites.
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RHY3756547 wrote:
Lucario621 wrote:
adriangl wrote:
1 frame? Really?Yup. RHY spazzes out over every frame he loses in a scratch project.
I really hate you.
I've decided to lose the one frame on everything but the wall collision sprites.
Please be nice, RHY3756547.
Thanks, and Scratch on.
(OT: Did I sound a bit moderatorish?)
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Paddle2See wrote:
Jonathanpb wrote:
Hmmm... I think this belongs in Advanced Topics, RHY3756547.
![]()
If the great Scratch master (that's you, of course) can't think of a solution, how could I?![]()
I don't have a solution, sorry.![]()
I think what RHY3756547 is saying is that it is a bug that it isn't faster. It seems to make sense that it could be faster as the sprite doesn't actually have to be rendered - only the collision and color sensing still needs to be performed. But I have no idea if that actually is how the code works.
Maybe this topic belongs in Suggestions since RHY3756547 may be recommending that such a mode be developed?
However, on second thought, let's try it in Advanced Topics as Jonathanpb suggests and see if anybody has any alternate techniques. Maybe move it elsewhere later.
WOW. Paddle2See called Rhy3756547 by his real name.
RHY3756547 wrote:
Lucario621 wrote:
adriangl wrote:
1 frame? Really?Yup. RHY spazzes out over every frame he loses in a scratch project.
I really hate you.
I've decided to lose the one frame on everything but the wall collision sprites.
I think you just hurt Lucario621's feelings, considering he pretty much loves you.
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rdococ wrote:
RHY3756547 wrote:
Lucario621 wrote:
Yup. RHY spazzes out over every frame he loses in a scratch project.I really hate you.
I've decided to lose the one frame on everything but the wall collision sprites.Please be nice, RHY3756547.
Thanks, and Scratch on.
(OT: Did I sound a bit moderatorish?)
...
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RHY3756547 wrote:
Lucario621 wrote:
adriangl wrote:
1 frame? Really?Yup. RHY spazzes out over every frame he loses in a scratch project.
I really hate you.
I've decided to lose the one frame on everything but the wall collision sprites.
*deeply offended*
jk
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Lucario621 wrote:
RHY3756547 wrote:
Lucario621 wrote:
Yup. RHY spazzes out over every frame he loses in a scratch project.I really hate you.
I've decided to lose the one frame on everything but the wall collision sprites.*deeply offended*
jk![]()
You are actually crying in a corner right now.
Why are you deeply offended about losing one frame on everything but walls, anyway?
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RHY3756547 wrote:
Lucario621 wrote:
RHY3756547 wrote:
Lucario621 wrote:
Yup. RHY spazzes out over every frame he loses in a scratch project.
I really hate you.
I've decided to lose the one frame on everything but the wall collision sprites.*deeply offended*
jk![]()
You are actually crying in a corner right now.
![]()
Why are you deeply offended about losing one frame on everything but walls, anyway?
I'm not offended about that. I was (jokingly) offended about how you said "I hate you"
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Anyways - no effective alternative techniques. This should be moved to suggestions now.
Last edited by RHY3756547 (2010-02-12 18:53:52)
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If you only need to test whether it is touching periodically, you can make a broadcast every time you need to, and have that show it, test whether it is touching, and then hide. If, however, you need to have a constant feedback, then ghost=100 is the best option.
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billyedward wrote:
If you only need to test whether it is touching periodically, you can make a broadcast every time you need to, and have that show it, test whether it is touching, and then hide. If, however, you need to have a constant feedback, then ghost=100 is the best option.
I only use bbroadcasts for changes in game states - otherwise I use variables. It keeps the script level down and the fps up.
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All of that aside, what exactly does ghost effect do?
And if anyone wants to tell me what the motor functions in the stage are for then go ahead.
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Topic closed