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ingenious.applications
Member Posts: 102
Hello all,
I've taken a hiatus from development for the past couple months for a few reasons, but now that I'm getting back into the action, I wanted to see if I could get a couple of bones thrown my way.
1) My app uses a few very large tables; roughly 500 cells each in total (only one or two at a time; determined by difficulty chosen). I've been told that GS doesn't exactly work well with this type of app....after the fact, so I would like some veterans to weigh in on this one, please. Assuming that tables of this magnitude work fine within GS, my question is if someone could give me some examples and/or post a template showing me how I could use table cell values as rule conditions. The only alternative I can think of...not that it's a better one at all...would be to use attributes in place of every, single table cell I am trying to reference.
2) I'm having a huge issue with resolution independence. For one, I can't even figure out how to use it (where the option is, etc). Secondly, I wanted to make sure that I'm on the right track. I've poured many months into my app prior to this requirement, so I was told by someone that if I simply double (to the exact pixel) each image (hopefully they don't become too distorted) and overwrite the file in GS, I don't have to manually replace every actor I have already placed. If I have to replace every actor (and thus all the rules attached), I might as well scrap the whole project, so I hope that isn't the case.
Any insight to these would be greatly appreciated.
I've taken a hiatus from development for the past couple months for a few reasons, but now that I'm getting back into the action, I wanted to see if I could get a couple of bones thrown my way.
1) My app uses a few very large tables; roughly 500 cells each in total (only one or two at a time; determined by difficulty chosen). I've been told that GS doesn't exactly work well with this type of app....after the fact, so I would like some veterans to weigh in on this one, please. Assuming that tables of this magnitude work fine within GS, my question is if someone could give me some examples and/or post a template showing me how I could use table cell values as rule conditions. The only alternative I can think of...not that it's a better one at all...would be to use attributes in place of every, single table cell I am trying to reference.
2) I'm having a huge issue with resolution independence. For one, I can't even figure out how to use it (where the option is, etc). Secondly, I wanted to make sure that I'm on the right track. I've poured many months into my app prior to this requirement, so I was told by someone that if I simply double (to the exact pixel) each image (hopefully they don't become too distorted) and overwrite the file in GS, I don't have to manually replace every actor I have already placed. If I have to replace every actor (and thus all the rules attached), I might as well scrap the whole project, so I hope that isn't the case.
Any insight to these would be greatly appreciated.
Comments
for RI:
1. make sure resolution independence is turned on the project info tab
2. design your artwork 2x as large as the actor (so a 100px actor should have artwork that is 200px, as @danieldoe said)
3. ENSURE that all artwork is divisible by 4. (200/2 is 100, which is the size of the actor. 100/2 is 50 which is the pixel it will center on when placed in the game, you can't rest on .5 a pixel, it can turn out blurry)
4.Drag artwork into GS and program as normal.
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2) You say to enlarge my artwork 2x it's current size, which is what I referenced as well. However, if it's also supposed to be divisible by 4, what should I do in the event that I am modifying/updating an image that is an odd number, typically not divisible by 4? If I can simply make the new size divisible by for, that's fine. I just want to make sure that won't screw things up more for me.
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2) Could someone please assist me with my concern with getting tables to work?
*bump*
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