^^... that is good to hear.. but how can my lod inflict on the tree?... i can not really reduce any polygons without extreme changes.. and a 2sprite is a little to big lode for a arena game?..


hmm.. ok.. i just realised that my explosion is a bit to big function for just one frame in a moment there... i goes thru a while lop that creates a explosion model in all for directions with 10 in distance between and as many as needed to get up in the bombs range. That is maybe okay. but all explosions are tracing the floor ones and having roll and pan randomised 360 and then creates a read sprite that will make the read light from the explosions ((otherwises it feels emty >.<) and this one is scaling up a bit and so on.) and the explo model is set to the same player id(skill4) as the bomb (be able to determine witch player killing witch) then creates 6 smoke particles and scans 360 degrees around and damages everything within 50. all that is happening in one frame. That would make the frame extremely slow?.. >.< especially if there is big explosions with long range.
after that is it staying and randomising the pan in a while lop until its skill9 has retched 100 and then removes itself. (And has the skill9 goes up with a 30*time so it has about the same time independent from the fps).

///////////(the function that creates the explo)/////

while(my.it < (my.fp*10)){ // FP = firepower and it = timer skill

ran.x = my.x + (my.it * COS(my.pan + 0 - 180));
ran.y = my.y + (my.it * sin(my.pan + 0 - 180));
ran.z = my.z; //+ (my.it * tan(-my.tilt + 0));
create(<explo.mdl>,ran.x,explo);
ran.x = my.x + (my.it * COS(my.pan + 90 - 180));
ran.y = my.y + (my.it * sin(my.pan + 90 - 180));
ran.z = my.z; //+ (my.it * tan(-my.tilt + 90));
create(<explo.mdl>,ran.x,explo);
ran.x = my.x + (my.it * COS(my.pan + 180 - 180));
ran.y = my.y + (my.it * sin(my.pan + 180 - 180));
ran.z = my.z;// + (my.it * tan(-my.tilt + 0));
create(<explo.mdl>,ran.x,explo);
ran.x = my.x + (my.it * COS(my.pan + 270 - 180));
ran.y = my.y + (my.it * sin(my.pan + 270 - 180));
ran.z = my.z;// + (my.it * tan(-my.tilt + 270));
create(<explo.mdl>,ran.x,explo);
my.it += 10;
}


// what the explosions entity is going thru that same frame it is created///

my.pan = random(360);
my.roll = random(360);
create(<exp.bmp>,my.x,explo2);
my.scale_x = 0.2 + random( 0.3);
my.scale_y = my.scale_x;
my.scale_z = my.scale_x;
my.passable = on;
my.id = you.id;
my.z += 100;
my.fp = you.fp;
vec_set (temp, my.x);
temp.z -= 10000;
trace_mode = ignore_me + ignore_models + ignore_passable + ignore_sprites +use_box;
my.z += -trace (my.x, temp) + 1;
my.unlit = on;
my.bright = on;
my.albedo = 101;
my.nofog = on;
effect(smok,6,my.x,nullvector);
temp.pan = 360;
temp.tilt = 360;
temp.z = 50;
scan_entity (my.x, temp);





1. how many on an explo then?... half?... i love smoke... >.<

2. no... not in loop... but bad any way... i must probably split those actions up in some different frames?..

3. I am not using any other lod.. and i don’t know how to make lod for my sprites because the only sprites i use is the prickles.. and the tree can not have any les triangles?

4. I use morph and it does not change if it is without a certain present of the clip fare.. And i don’t know how to change that...


5. I use 64x64x16 bmps for the smoke....
6. how low can i have them then you think?...
7. I already has two round cloud dots on one sprite... and i seen that Zelda wind waker ex: uses 7 on one to make there effect of slashing water. but the smoke that follows the burning parts flying thru the air cant use to many on one sprite because that would look weird and when the size is increasing it looks a little weird when its not being a big could of them... but how many more times should i have them on the same image does you think? ^^
8. ...i will have problem with the trees using overlay then or am i not?..
and explosions that is on a little distance will be visible thru the one being near... it can look ok in many views but really bad in some. but maybe i will be making it as an option on the game menu so players with good computer can use it and them who don’t have the power uses the zero value? ... if it is possible?..


i really want to make a game that can look really good on a good computer.. but still look fine on a not that good also ^^... so using a bad computer creating it can be really good in the beginning... then creating the finishing touch using a grater computer to make good effects to be used on good computers? ^^

and thanks.. that sounds good.. ^^ really good


__________________________________________________ / Gafgar The Goblin... http://www.Goblinsoftware.tk/