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MovieClip or not ?

  • @atilim or anyone that has "deep" tested animations with gideros... :-B

    as you know i'm making tnt animator studio...
    now... i'm trying to optimize the code...

    but some doubt came in my mind...

    1. using movieclip (used simply to draw single sprite and "emulating" timed animation with "MovieClip:gotoAndStop(frame) every n millisecs") i suspect to overload the system because for every frame it dispatches an Event.COMPLETE (imagine a game with 30-50 animated sprites on the screen!) and also the majority of movieclip functionality are not used...

    2. using "timed" removechild addchild system like in bird animations example seems to me a more light solution but is 100% lua code (and i think is slower over movieclip that is in the Gideros C++ SDK)

    what do you think ?

    is better using solution 1 or 2 ?

    :-?
    TNT ENGiNE for Gideors Studio - Particle Engine, Virtual Pad, Animator Studio, Collision Engine - DOWNLOAD NOW !!! IT'S FREE!!! -
    www.tntengine.com
  • Hmm, in mine understanding of movie clip, the time of each animation "frame" in your studio, could be the amount of same pics you've used in MovieClip.
    For example, if you have 60 fps, then by inserting 60 same images in MovieClip, you'll get one second long "frame". And if same graphic is reused inside Gideros, wouldn't that be more optimal than using timers?

    BTW is vacation over? :)
  • Hmm, in mine understanding of movie clip, the time of each animation "frame" in your studio, could be the amount of same pics you've used in MovieClip.
    For example, if you have 60 fps, then by inserting 60 same images in MovieClip, you'll get one second long "frame". And if same graphic is reused inside Gideros, wouldn't that be more optimal than using timers?



    yes... movieclip is frame based so if i select 60 same images i'll get one second "frame" but the problem is ... differtent devices different speed... so i decided to go with time based animation (not supported by movieclip) to avoid the differnet speed of devices (android suffer more of this problem).


    BTW is vacation over? :)



    ho no!!! i'm using my wife laptop and using an "open" wifi connection!!!

    TNT ENGiNE for Gideors Studio - Particle Engine, Virtual Pad, Animator Studio, Collision Engine - DOWNLOAD NOW !!! IT'S FREE!!! -
    www.tntengine.com
  • GregBUG said:



    BTW is vacation over? :)



    ho no!!! i'm using my wife laptop and using an "open" wifi connection!!!



    Then no one will answer your question till you're back from vacation :)

  • GregBUG said:



    BTW is vacation over? :)



    ho no!!! i'm using my wife laptop and using an "open" wifi connection!!!



    Then no one will answer your question till you're back from vacation :)



    =(( ;;)
    TNT ENGiNE for Gideors Studio - Particle Engine, Virtual Pad, Animator Studio, Collision Engine - DOWNLOAD NOW !!! IT'S FREE!!! -
    www.tntengine.com
  • @atilim
    and adding to the sdk Sprite:changeImage(newImage) (or Sprite:setImage(newImage)) where newImage is a bitmap .... to avoid use of removechild and addchild and speedup things a little bit ? =P~

    ;;) pleeeaaassee ;;)
    TNT ENGiNE for Gideors Studio - Particle Engine, Virtual Pad, Animator Studio, Collision Engine - DOWNLOAD NOW !!! IT'S FREE!!! -
    www.tntengine.com
  • @GregBUG: you must have a very understanding wife. I'm sure if I tried even taking a laptop on holiday I'd be lynched before we go to the airport :(
  • @scouser
    yes! she is very understanding wife, but we work for IT company and both (me and her) we Need to connect to internet for check work (even on vacations yes... it's a curse) now she is sleeping with our baby... and i can't sleep (it's very hot temperature here now) so i'm "working" on tnt animator :) eheheheh!!!
    TNT ENGiNE for Gideors Studio - Particle Engine, Virtual Pad, Animator Studio, Collision Engine - DOWNLOAD NOW !!! IT'S FREE!!! -
    www.tntengine.com
  • I work in IT also but there is no way my wife would allow me to work during my holiday :(
  • Ditto, I work in IT and computers are forbidden on vacations!

    Regarding MovieClip, I've also noticed that if I want to jump exactly 10 frames forward from whatever the current frame is I can't do that. I submitted an issue ab out it. Using the Bird Animation code as the basis of controlling frames allows me to jump the 10 frames. So I've debated if MovieClip is useful for what I need.

    http://bugs.giderosmobile.com/issues/124
  • In our case, we have Samsung Galaxy mini for our test device. The fps tends to go higher than 60 (around 75-90). Thus any Movieclip will animate faster than intended (fps dependant)

    Hopefully there is time-based Movieclip soon on the API (i think i saw it on roadmap somewhere)

    update: yes time-based Movieclip is on roadmap http://bugs.giderosmobile.com/issues/63
    have fun with our games~
    http://www.nightspade.com
  • yes!

    i've added this feature request some month ago! hope atilim will implement soon :)
    TNT ENGiNE for Gideors Studio - Particle Engine, Virtual Pad, Animator Studio, Collision Engine - DOWNLOAD NOW !!! IT'S FREE!!! -
    www.tntengine.com
  • @Nascode What an interesting device it is. Because I've seen only 60 and ~53 fps on Android devices. Is it Samsung Galaxy Mini S5570?

    @GregBUG I think MovieClip:gotoAndStop(frame) is an great solution and it doesn't dispatch Event.COMPLETE. It's definitely faster than addChild/removeChild.

    And about time based animations, most probably I'll implement it with the next version.
  • @atilim yes, it is quite an interesting device, the fps isn't capped at 60. Also because of its slow processor, whenever it tries to play more than 4 sound channel at once, everything will go slower matrix-style ;)

    have fun with our games~
    http://www.nightspade.com

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