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#26 2010-02-12 21:05:40

Ace-of-Spades
Scratcher
Registered: 2010-01-08
Posts: 1000+

Re: Ghost Effect 100 slows down project - could be optimised

What's it for? If there's a limited amount of background colors, you could change it to a color identical to each of the backgrounds. Or you could make the sprite small, and unnoticable.


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110101010010001010101010101010101010101010100110101010010101010010101001101011010101010010101010101

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#27 2010-02-12 23:46:25

fanofcena
Scratcher
Registered: 2008-07-03
Posts: 1000+

Re: Ghost Effect 100 slows down project - could be optimised

Ace-of-Spades wrote:

What's it for? If there's a limited amount of background colors, you could change it to a color identical to each of the backgrounds. Or you could make the sprite small, and unnoticable.

Harro if there is a detailed background then??

Dear RHY ,

ur so called one frame delay could be saved by using a simple technique called fake atomicity.In that u have to write two scripts and programm in such a way that they go time corrected it actually works as scratch interprets all Nth Funtions of scripts and runs that means if u write them on 1 position they works as atomic for more if u are intrested i can upload a quite superfast 3 object render  smile
Your friend
fanofcena


http://i53.tinypic.com/2vxr2c0.png Click whats above u might make a cute planet happy ^_^

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#28 2010-02-13 00:04:56

billyedward
Scratcher
Registered: 2008-01-03
Posts: 500+

Re: Ghost Effect 100 slows down project - could be optimised

Mr_X wrote:

All of that aside, what exactly does ghost effect do?

He wants to have the sprites invisible to the user, but detectable by other sprites.


"I'd love to change the world, but they haven't released the source code yet."
Check out the latest version of Streak --> http://billy.scienceontheweb.net/Streak

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#29 2010-02-13 01:07:56

Jonathanpb
Scratcher
Registered: 2008-07-25
Posts: 1000+

Re: Ghost Effect 100 slows down project - could be optimised

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.

lol


"Human beings... must have action; and they will make it if they cannot find it.
-Charlotte Brontë

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#30 2010-02-13 05:50:54

RHY3756547
Scratcher
Registered: 2009-08-15
Posts: 1000+

Re: Ghost Effect 100 slows down project - could be optimised

fanofcena wrote:

Ace-of-Spades wrote:

What's it for? If there's a limited amount of background colors, you could change it to a color identical to each of the backgrounds. Or you could make the sprite small, and unnoticable.

Harro if there is a detailed background then??

Dear RHY ,

ur so called one frame delay could be saved by using a simple technique called fake atomicity.In that u have to write two scripts and programm in such a way that they go time corrected it actually works as scratch interprets all Nth Funtions of scripts and runs that means if u write them on 1 position they works as atomic for more if u are intrested i can upload a quite superfast 3 object render  smile
Your friend
fanofcena

Err...

They are already corrected so that the world processes run after the player.

Putting the process in a different broadcast on the execution order would lead to incorrect collision.

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#31 2010-02-13 05:52:32

RHY3756547
Scratcher
Registered: 2009-08-15
Posts: 1000+

Re: Ghost Effect 100 slows down project - could be optimised

Mr_X wrote:

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.

Ghost Effect makes stuff transparant. 50 is half visible and 100 is completely invisible with collisions, but is still as slow as half visible although the sprite does not have to be rendered.

Last edited by RHY3756547 (2010-02-13 05:52:47)

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#32 2010-02-13 09:32:58

Ace-of-Spades
Scratcher
Registered: 2010-01-08
Posts: 1000+

Re: Ghost Effect 100 slows down project - could be optimised

What is this for?


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110101010010001010101010101010101010101010100110101010010101010010101001101011010101010010101010101

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#33 2010-02-13 09:59:58

fanofcena
Scratcher
Registered: 2008-07-03
Posts: 1000+

Re: Ghost Effect 100 slows down project - could be optimised

RHY3756547 wrote:

fanofcena wrote:

Ace-of-Spades wrote:

What's it for? If there's a limited amount of background colors, you could change it to a color identical to each of the backgrounds. Or you could make the sprite small, and unnoticable.

Harro if there is a detailed background then??

Dear RHY ,

ur so called one frame delay could be saved by using a simple technique called fake atomicity.In that u have to write two scripts and programm in such a way that they go time corrected it actually works as scratch interprets all Nth Funtions of scripts and runs that means if u write them on 1 position they works as atomic for more if u are intrested i can upload a quite superfast 3 object render  smile
Your friend
fanofcena

Err...

They are already corrected so that the world processes run after the player.

Putting the process in a different broadcast on the execution order would lead to incorrect collision.

Not that  sad  what u are thinking  sad ( I am going to send now a good example of collision detection GOSH u dont understand that thats weird RHY


http://i53.tinypic.com/2vxr2c0.png Click whats above u might make a cute planet happy ^_^

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#34 2010-02-13 10:04:09

RHY3756547
Scratcher
Registered: 2009-08-15
Posts: 1000+

Re: Ghost Effect 100 slows down project - could be optimised

fanofcena wrote:

RHY3756547 wrote:

fanofcena wrote:


Harro if there is a detailed background then??

Dear RHY ,

ur so called one frame delay could be saved by using a simple technique called fake atomicity.In that u have to write two scripts and programm in such a way that they go time corrected it actually works as scratch interprets all Nth Funtions of scripts and runs that means if u write them on 1 position they works as atomic for more if u are intrested i can upload a quite superfast 3 object render  smile
Your friend
fanofcena

Err...

They are already corrected so that the world processes run after the player.

Putting the process in a different broadcast on the execution order would lead to incorrect collision.

Not that  sad  what u are thinking  sad ( I am going to send now a good example of collision detection GOSH u dont understand that thats weird RHY

I don't understand it because the way you are phrasing it sounds plain gibberish.  neutral

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#35 2010-02-13 10:04:51

Lucario621
Community Moderator
Registered: 2007-10-03
Posts: 1000+

Re: Ghost Effect 100 slows down project - could be optimised

Mr_X wrote:

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.

Ghost effect makes a sprite appear see through, or possibly invisible, but still on the screen.

For example, it can be used for hittests. There is a sprite used for sensing, and it wants to be below the player to sense for the sprite if it is touching the ground, but not necessarily the ceilings. So it goes to the xposition of the main character, minus 10. Now it works, but having that black sensor thing on the screen just looks wrong. So you have it set the ghost effect to 100 - it's still on the screen, but you just can't see it. But it causes lag, which is the problem.

Of course this example doesn't apply to RHY3756547, because he doesn't use hit-tests in the first place.


http://i.imgur.com/WBkM2QQ.png

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#36 2010-02-13 10:07:37

Lucario621
Community Moderator
Registered: 2007-10-03
Posts: 1000+

Re: Ghost Effect 100 slows down project - could be optimised

RHY3756547 wrote:

fanofcena wrote:

RHY3756547 wrote:


Err...

They are already corrected so that the world processes run after the player.

Putting the process in a different broadcast on the execution order would lead to incorrect collision.

Not that  sad  what u are thinking  sad ( I am going to send now a good example of collision detection GOSH u dont understand that thats weird RHY

I don't understand it because the way you are phrasing it sounds plain gibberish.  neutral

I KNOW RIGHT?

Fanofcena I can see is a very smart person, but if he would type grammatically correct, it would be a lot easier to understand, and I would actually see some personality in him.


http://i.imgur.com/WBkM2QQ.png

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#37 2010-02-13 10:08:24

RHY3756547
Scratcher
Registered: 2009-08-15
Posts: 1000+

Re: Ghost Effect 100 slows down project - could be optimised

Lucario621 wrote:

Mr_X wrote:

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.

Ghost effect makes a sprite appear see through, or possibly invisible, but still on the screen.

For example, it can be used for hittests. There is a sprite used for sensing, and it wants to be below the player to sense for the sprite if it is touching the ground, but not necessarily the ceilings. So it goes to the xposition of the main character, minus 10. Now it works, but having that black sensor thing on the screen just looks wrong. So you have it set the ghost effect to 100 - it's still on the screen, but you just can't see it. But it causes lag, which is the problem.

Of course this example doesn't apply to RHY3756547, because he doesn't use hit-tests in the first place.

Yeah - I'm awesome like that.

I ghost massive 480x360 images, which generate lag. A workaround for hidden collisions would reduce lag in my games considerably.

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#38 2010-02-13 10:12:47

Ace-of-Spades
Scratcher
Registered: 2010-01-08
Posts: 1000+

Re: Ghost Effect 100 slows down project - could be optimised

So... what is this game?


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110101010010001010101010101010101010101010100110101010010101010010101001101011010101010010101010101

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#39 2010-02-13 10:14:00

RHY3756547
Scratcher
Registered: 2009-08-15
Posts: 1000+

Re: Ghost Effect 100 slows down project - could be optimised

Ace-of-Spades wrote:

So... what is this game?

Super Secret Fun Game.

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#40 2010-02-13 10:16:02

Ace-of-Spades
Scratcher
Registered: 2010-01-08
Posts: 1000+

Re: Ghost Effect 100 slows down project - could be optimised

Is the Background multiple colors?


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110101010010001010101010101010101010101010100110101010010101010010101001101011010101010010101010101

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#41 2010-02-13 10:17:00

RHY3756547
Scratcher
Registered: 2009-08-15
Posts: 1000+

Re: Ghost Effect 100 slows down project - could be optimised

Ace-of-Spades wrote:

Is the Background multiple colors?

Many many Colours. Lots of shading.

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#42 2010-02-13 10:19:34

Ace-of-Spades
Scratcher
Registered: 2010-01-08
Posts: 1000+

Re: Ghost Effect 100 slows down project - could be optimised

Hmm.. Is the player character sprite going to have a black outline? (if there is a player character)


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110101010010001010101010101010101010101010100110101010010101010010101001101011010101010010101010101

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#43 2010-02-13 10:22:10

juststickman
Scratcher
Registered: 2009-05-31
Posts: 1000+

Re: Ghost Effect 100 slows down project - could be optimised

Ace-of-Spades wrote:

Hmm.. Is the player character sprite going to have a black outline? (if there is a player character)

Your idea of making the collision the color of the background is not going to work -.-


http://is.gd/iBQi2 Add grob to your sig and help with world dominiation!http://is.gd/iBQ9Q                                                             Hey guys, we're seriously naming our team bob?

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#44 2010-02-13 10:29:31

RHY3756547
Scratcher
Registered: 2009-08-15
Posts: 1000+

Re: Ghost Effect 100 slows down project - could be optimised

I'm using 16 sprites for collision. 4 collision types and 4 per type for scrolling.

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#45 2010-02-13 10:37:29

Ace-of-Spades
Scratcher
Registered: 2010-01-08
Posts: 1000+

Re: Ghost Effect 100 slows down project - could be optimised

juststickman wrote:

Ace-of-Spades wrote:

Hmm.. Is the player character sprite going to have a black outline? (if there is a player character)

Your idea of making the collision the color of the background is not going to work -.-

What does that have to do with what I said?

I was thinking that the sensor be a 1 pixel outline around the character, but I guess it won't work if there are 16 sprites in the whole collission.

Is this going to be some gears and pulleys / axles mechanics game?


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110101010010001010101010101010101010101010100110101010010101010010101001101011010101010010101010101

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#46 2010-02-13 10:43:21

RHY3756547
Scratcher
Registered: 2009-08-15
Posts: 1000+

Re: Ghost Effect 100 slows down project - could be optimised

Ace-of-Spades wrote:

juststickman wrote:

Ace-of-Spades wrote:

Hmm.. Is the player character sprite going to have a black outline? (if there is a player character)

Your idea of making the collision the color of the background is not going to work -.-

What does that have to do with what I said?

I was thinking that the sensor be a 1 pixel outline around the character, but I guess it won't work if there are 16 sprites in the whole collission.

Is this going to be some gears and pulleys / axles mechanics game?

No. Why would I need 16 level sprites for that?  tongue

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#47 2010-02-13 10:43:59

juststickman
Scratcher
Registered: 2009-05-31
Posts: 1000+

Re: Ghost Effect 100 slows down project - could be optimised

Ace-of-Spades wrote:

juststickman wrote:

Ace-of-Spades wrote:

Hmm.. Is the player character sprite going to have a black outline? (if there is a player character)

Your idea of making the collision the color of the background is not going to work -.-

What does that have to do with what I said?

I was thinking that the sensor be a 1 pixel outline around the character, but I guess it won't work if there are 16 sprites in the whole collission.

Is this going to be some gears and pulleys / axles mechanics game?

You don't even need collision sprites -.-


http://is.gd/iBQi2 Add grob to your sig and help with world dominiation!http://is.gd/iBQ9Q                                                             Hey guys, we're seriously naming our team bob?

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#48 2010-02-13 10:45:57

Ace-of-Spades
Scratcher
Registered: 2010-01-08
Posts: 1000+

Re: Ghost Effect 100 slows down project - could be optimised

For a mechanics game? Of course you need collision sprites. (off topic now)


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110101010010001010101010101010101010101010100110101010010101010010101001101011010101010010101010101

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#49 2010-02-13 13:31:10

Cnor
Scratcher
Registered: 2010-01-29
Posts: 1000+

Re: Ghost Effect 100 slows down project - could be optimised

RHY3756547 wrote:

I'm using 16 sprites for collision. 4 collision types and 4 per type for scrolling.

He's just said that its a scrolling game, what has that got to dowith gears, axles and mechanics?


See that post up there ^^^
That post was done by me  wink

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#50 2010-02-13 13:38:34

GirWaffles64
Scratcher
Registered: 2009-08-09
Posts: 1000+

Re: Ghost Effect 100 slows down project - could be optimised

RHY3756547 wrote:

Ace-of-Spades wrote:

So... what is this game?

Super Secret Fun Game.

OOH OOH OOH OOH
I've played that one before!
The one with the... you know... uhh... back on topic.
Well, I'm sorry I can't help you.
Have you tried giving up hit testing?


hey kiddoes i'm back

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