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Platform Racing 3 Reborn
#61
(2015-08-20 22:26:09)aaaaaa123456789 Wrote:
(2015-08-20 16:54:04)FinalCheetah Wrote: Assuming the blocks are stored as a string
I really hope not
Currently they are, any beter ideas then?
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#62
(2015-08-20 22:26:09)aaaaaa123456789 Wrote:
(2015-08-20 16:54:04)FinalCheetah Wrote: Assuming the blocks are stored as a string
I really hope not

What would the different choices imply? (storing as string/other options)
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#63
(2015-08-21 06:32:05)isokissa3 Wrote: Currently they are, any beter ideas then?

What information are you storing for them?
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#64
(2015-08-21 08:56:55)aaaaaa123456789 Wrote:
(2015-08-21 06:32:05)isokissa3 Wrote: Currently they are, any beter ideas then?
What information are you storing for them?
JSON string, that one PR3 generates default
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#65
(2015-08-21 09:02:33)isokissa3 Wrote: JSON string, that one PR3 generates default

Do you have an example?
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#66
(2015-08-21 11:38:52)aaaaaa123456789 Wrote:
(2015-08-21 09:02:33)isokissa3 Wrote: JSON string, that one PR3 generates default
Do you have an example?

JSON: v2 | {"artArray":["1,101,1,Layer 1,t319:216:0:466539:20:0:UFIz"]}

Looks like this:
[Image: 41a841d9bcdcab151af821d0709f1562.png]
Remember check out my project! http://forums.acidch.at/showthread.php?tid=115

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#67
Pls bring it bek 2 life

My username is ZeroError
Kinda sad that we cant use space bars or underscores Tongue

Still great as the previous one ^^
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#68
I can't login - you must have taken down servers or something? I'm fairly sure I didn't forget my password.
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#69
(2015-08-21 12:39:34)isokissa3 Wrote:
(2015-08-21 11:38:52)aaaaaa123456789 Wrote:
(2015-08-21 09:02:33)isokissa3 Wrote: JSON string, that one PR3 generates default
Do you have an example?

JSON: v2 | {"artArray":["1,101,1,Layer 1,t319:216:0:466539:20:0:UFIz"]}

Looks like this:
[Image: 41a841d9bcdcab151af821d0709f1562.png]

Yeah, there's definitely better (more compact) ideas out there. Not sure of how easy it is to access bytearrays from ActionScript, though.
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#70
(2015-08-21 20:11:16)Ilraon Wrote: I can't login - you must have taken down servers or something? I'm fairly sure I didn't forget my password.
Have work whole day. Sometimes I have broke API but just for few secounds.

(2015-08-21 20:21:04)aaaaaa123456789 Wrote:
(2015-08-21 12:39:34)isokissa3 Wrote:
(2015-08-21 11:38:52)aaaaaa123456789 Wrote:
(2015-08-21 09:02:33)isokissa3 Wrote: JSON string, that one PR3 generates default
Do you have an example?
JSON: v2 | {"artArray":["1,101,1,Layer 1,t319:216:0:466539:20:0:UFIz"]} Looks like this: [Image: 41a841d9bcdcab151af821d0709f1562.png]
Yeah, there's definitely better (more compact) ideas out there. Not sure of how easy it is to access bytearrays from ActionScript, though.
It's just how Jiggmin implemented it, thats why we see some animations on blocks and background. That JSON string contains all changes and it never reset them. Thats why you can use layers too, they are stored with changes and stuff. It's just feature, if you read only the current image you wouldn't have layers and animations.
Remember check out my project! http://forums.acidch.at/showthread.php?tid=115

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#71
(2015-08-21 20:36:31)isokissa3 Wrote: It's just how Jiggmin implemented it, thats why we see some animations on blocks and background. That JSON string contains all changes and it never reset them. Thats why you can use layers too, they are stored with changes and stuff. It's just feature, if you read only the current image you wouldn't have layers and animations.

I'm not complaining about the format not working, I'm just saying that you could use a much more compressed format.
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#72
(2015-08-21 20:42:57)aaaaaa123456789 Wrote:
(2015-08-21 20:36:31)isokissa3 Wrote: It's just how Jiggmin implemented it, thats why we see some animations on blocks and background. That JSON string contains all changes and it never reset them. Thats why you can use layers too, they are stored with changes and stuff. It's just feature, if you read only the current image you wouldn't have layers and animations.
I'm not complaining about the format not working, I'm just saying that you could use a much more compressed format.
And what more compressed format I could use? Big Grin It would anyway change whole game, I would need rewrite almost everything Confused One idea is too compress them (like .zip file, but its just string), but it would eat alot CPU time Confused
Remember check out my project! http://forums.acidch.at/showthread.php?tid=115

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#73
(2015-08-21 20:47:19)isokissa3 Wrote: And what more compressed format I could use? It would anyway change whole game, I would need rewrite almost everything One idea is too compress them (like .zip file, but its just string), but it would eat alot CPU time

No, I mean a specifically-designed format, that actually packs the data properly. I'll give you a suggestion if I know exactly what data is stored (not example-wise).
JSON is easy to parse, but it's a horrible format when it comes to saving bandwidth and/or storage. It's bloated.
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#74
@Twilamb reported big list of bugs, and now its time to fix them (almost every)

Bugs:
Quote:Movement:
Sound effects cut off (as others have said) Need find somewhere new sound file, its bug there, not in code
Super Jump animation looks off ?

Blocks:
Can't delete blocks Fixed
All default block names are currently "null" Fixed
Blocks appear oldest->newest when it'd make more sense to be newest->oldest Soon
There's no glowing things(idk how to describe) on move blocks. I maybe know what you mean, havent look into it, not so important

Levels:
Can't delete levels Fixed
Oldest->newest should be newest->oldest Soon

Items:
When holding mine it doesn't appear in hand Fixed
When holding block it doesn't appear in hand Fixed
Jetpack sound never stops Fixed
Shield sound never stops Fixed

Loading:
Not really a bug but loading levels overall seems a lot slower than the old pr3. Yeah it was bug, there was some timeout issues, fixed and its really fast now
Both loading the blocks and the bg seperatly both seem slightly slower. Same as the above, fixed! Smile
(At least according to my memory of pr3)

New features:
Quote:Blocks folders are ready to test! Report all bugs Smile It was almost fully recode to the custom block selection thing Confused But I did like the idea alot and wanted to do it! Here it is!  Cool   

(2015-08-21 22:55:40)aaaaaa123456789 Wrote:
(2015-08-21 20:47:19)isokissa3 Wrote: And what more compressed format I could use? It would anyway change whole game, I would need rewrite almost everything One idea is too compress them (like .zip file, but its just string), but it would eat alot CPU time
No, I mean a specifically-designed format, that actually packs the data properly. I'll give you a suggestion if I know exactly what data is stored (not example-wise). JSON is easy to parse, but it's a horrible format when it comes to saving bandwidth and/or storage. It's bloated.


It just stores long JSON strings that contains all changes
Remember check out my project! http://forums.acidch.at/showthread.php?tid=115

(2015-08-19 09:19:53)aaaaaa123456789 Wrote: My next username will be ax6'); DROP DATABASE; --

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  • Twilamb
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#75
(2015-08-21 23:25:37)isokissa3 Wrote: It just stores long JSON strings that contains all changes

No, I need actual specs. "Changes" doesn't tell me much... imagine you're explaining to someone who doesn't know what you're writing.
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#76
(2015-08-21 23:44:46)aaaaaa123456789 Wrote:
(2015-08-21 23:25:37)isokissa3 Wrote: It just stores long JSON strings that contains all changes
No, I need actual specs. "Changes" doesn't tell me much... imagine you're explaining to someone who doesn't know what you're writing.
IDK what you want xD
Remember check out my project! http://forums.acidch.at/showthread.php?tid=115

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#77
(2015-08-21 23:46:28)isokissa3 Wrote:
(2015-08-21 23:44:46)aaaaaa123456789 Wrote:
(2015-08-21 23:25:37)isokissa3 Wrote: It just stores long JSON strings that contains all changes
No, I need actual specs. "Changes" doesn't tell me much... imagine you're explaining to someone who doesn't know what you're writing.
IDK what you want xD

An actual list of what's in the JSON.
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#78
(2015-08-21 23:48:39)aaaaaa123456789 Wrote:
(2015-08-21 23:46:28)isokissa3 Wrote:
(2015-08-21 23:44:46)aaaaaa123456789 Wrote:
(2015-08-21 23:25:37)isokissa3 Wrote: It just stores long JSON strings that contains all changes
No, I need actual specs. "Changes" doesn't tell me much... imagine you're explaining to someone who doesn't know what you're writing.
IDK what you want xD
An actual list of what's in the JSON.
Just whole image data that contains layers and every pixel by pixel so you can even undo stuff if you save and load it
Remember check out my project! http://forums.acidch.at/showthread.php?tid=115

(2015-08-19 09:19:53)aaaaaa123456789 Wrote: My next username will be ax6'); DROP DATABASE; --

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#79
By a new sound file thingy, do you mean that the swf you've been basing the edits off of doesn't have the sound effects in full for whatever reason?
I have a PR3 swf and I don't know if it's the same one you've been using but if it somehow can fix any sound issues I can upload mine and you can see what you can do with it
[19:15:40] <aaaaaa123456789> don't you dare xD me young man
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#80
(2015-08-22 00:04:49)Kyukon Wrote: By a new sound file thingy, do you mean that the swf you've been basing the edits off of doesn't have the sound effects in full for whatever reason? I have a PR3 swf and I don't know if it's the same one you've been using but if it somehow can fix any sound issues I can upload mine and you can see what you can do with it
Its same for all, I already changed .swf file once. I try get it from PR2 Tongue
Remember check out my project! http://forums.acidch.at/showthread.php?tid=115

(2015-08-19 09:19:53)aaaaaa123456789 Wrote: My next username will be ax6'); DROP DATABASE; --

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