Awesome, definitely going to enter, but a few questions. When is the due date? How many craft can be entered? How will it be scored? like will it be scored on looks or functionality or what? Thanks I am excited to make a new gyro plane lol
@11qazxc Hey, I'm reading your original comment 9 months later and realizing that I totally misunderstood the method you were describing for the sprites' labels. Looking back at it, I think you're right and that would certainly be better for performance. Thanks for the input and sorry for the miscommunication
@PlaneWelder My GPS was much simpler and simply moved the names on a label in the same proportion to their distance from the ship, although it had the benefit of not needing any variables. What you have here is much cooler, I wonder why you have the screen refresh from top to bottom? Is it just for cosmetics or is there a practical reason to doing so?
@FalHartIndustries Since Garrisphere has no back-side, you can seem him inside out when he turns around, causing an illusion that can be hard to understand haha
@PlanariaLab I've been able to save a lot of performance by precalculating the sin and cos functions into variables instead of doing the trig calculations for every single point which changed the game and allowed me to really push the boundaries. So far I've been reaching up to rendering 2500 points on my gaming PC. I like the strategy of rendering lines by a series of points but its disappointing there is no alternative right now for fully filled in lines.
@11qazxc Good observation! The way you're proposing is actually how it used to work, but I optimized it by moving the frame logic to variables like you were saying. This should be faster because the bulk of the logic ({t=0?frame:""}{t=1?frame:""}...) is in variables now and can be set to only calculate whenever the sprite changes frames with the use of the activator property. The alternative of putting this logic in the label means that the bulk will be calculated over and over presumably around a hundred times per in-game second. Now there is a lightweight calculation in the label that checks for a transparent pixel and then displays the texture color if not (since from my understanding you can't store data big enough to represent transparent pixels within variables). If you have thoughts or disagree I'd be happy to hear.
@IceCraftGaming Are you referring to something similar to the pattern passwords on android phones? I could see that, as long as you amped up the FT security so you can't just look at the XML to see the password XD. The drawing function has any number of uses since it is so versatile
@32 @1VirtualRealityConversion Unfortunately, this game can actually be very hard on the pc. I haven't tracked the resources it takes but logically I assume it is mostly reliant on a decent CPU and maybe ram size aswell. For reference, my pc has a Ryzen 5 5600x CPU and runs the game at a perfect framerate, but on my Galaxy S22+ phone it is an unplayable framerate. Since my phone is pretty good, there's probably not many mobile devices that'll be able to run the game, maybe the very best phones. As for the "Mobile Mode" option, that is experimental and would change the camer to accommodate the larger Hud on so the navigation indicator doesn't block the screen and is future proofing for when more mobile devices can run it easier. It may or may not be present in the final version.
@PlanariaLab Damn that really sucks. In case you haven't tried it, you can right click a folder you think it might have been in and click "Restore previous versions" to see old versions of the file where the spreadsheet might be. Also, if the spreadsheet might just be misplaced on your PC somewhere, you can get WizTree for free and it has a much better file search than default Windows to confirm it isn't anywhere on your drive still. Hope this helps, good luck!
@Darkmoon All the image data is inside the label part, so I might make an alternate program that gives you the label data that you can just copy paste into your SimplePlanes label. I'll lyk if I release this 👍
@MrTrolling09 @Tammatt Once I have a finished game that I feel is worthy I'll release it but I'll keep releasing progress updates so you all know how it's coming along!
@MrTrolling09 I'll release it when it's complete; there's a lot that goes into this and I don't have a lot of free time but don't worry I'm still working on it. You can join the FT Lab Discord to see development progress I post sometimes
@Kangy Yeah I might be deleting it soon idk I don't like having negative things on my posts lol
+2Mmm this craft is simply delicious @RYMA232Aeronautics
+2Also, if you add tags it will be seen by more people :)
+2Top ten questions scientists still can’t answer
+2I hate it when that IzzyIA guy copies my gears @RYMA232Aeronautics
+2This is what Simple Planes was made for
+2You unknowing pig @RYMA232Aeronautics
+2Good mourning @RYMA232Aeronautics
+2Awesome, definitely going to enter, but a few questions. When is the due date? How many craft can be entered? How will it be scored? like will it be scored on looks or functionality or what? Thanks I am excited to make a new gyro plane lol
+2@126 Haha thanks
+1@11qazxc Hey, I'm reading your original comment 9 months later and realizing that I totally misunderstood the method you were describing for the sprites' labels. Looking back at it, I think you're right and that would certainly be better for performance. Thanks for the input and sorry for the miscommunication
+1@PlaneWelder My GPS was much simpler and simply moved the names on a label in the same proportion to their distance from the ship, although it had the benefit of not needing any variables. What you have here is much cooler, I wonder why you have the screen refresh from top to bottom? Is it just for cosmetics or is there a practical reason to doing so?
+1This is awesome! Great job
+1Ha that gear is a real throwback
+1I hope it comes with Funky Trees 2 XD
+1@Solent19 Lol, I never claimed it to be smart AI XD
+1@SimpleStudent Yep, there are only 4 of the 5 slots occupied so far
+1@PlanariaLab Thanks for this input! I didn't know about that specifier. I'll implement that and credit you in the .py comments
+1@FalHartIndustries Since Garrisphere has no back-side, you can seem him inside out when he turns around, causing an illusion that can be hard to understand haha
+1@PlanariaLab I've been able to save a lot of performance by precalculating the sin and cos functions into variables instead of doing the trig calculations for every single point which changed the game and allowed me to really push the boundaries. So far I've been reaching up to rendering 2500 points on my gaming PC. I like the strategy of rendering lines by a series of points but its disappointing there is no alternative right now for fully filled in lines.
+1@PlanariaLab Very interesting! And thanks for the tip on the multibyte characters I've never considered that
+1@32 No problem, I'm here if you have any questions
+1@PlanariaLab Didn't know about that! Thanks for the info
+1@MountainMan8131 Depends on the device you're playing on, but it may take a minute to load this high quality graphics version even on a beefy computer
+1@MountainMan8131 The raycasting part of this craft requires a LOT of calculations per ray
+1@Zdeam22 Highest Graphics Mode is released!
+1@LunarEclipseSP Looks good!
+1@LunarEclipseSP Sure!
+1@SimpleStudent That sucks, good luck with getting it working!
+1@11qazxc Good observation! The way you're proposing is actually how it used to work, but I optimized it by moving the frame logic to variables like you were saying. This should be faster because the bulk of the logic ({t=0?frame:""}{t=1?frame:""}...) is in variables now and can be set to only calculate whenever the sprite changes frames with the use of the activator property. The alternative of putting this logic in the label means that the bulk will be calculated over and over presumably around a hundred times per in-game second. Now there is a lightweight calculation in the label that checks for a transparent pixel and then displays the texture color if not (since from my understanding you can't store data big enough to represent transparent pixels within variables). If you have thoughts or disagree I'd be happy to hear.
+1@SimpleStudent Game is nearly done, will be released soon!
+1@IceCraftGaming Are you referring to something similar to the pattern passwords on android phones? I could see that, as long as you amped up the FT security so you can't just look at the XML to see the password XD. The drawing function has any number of uses since it is so versatile
+1@32 @1VirtualRealityConversion Unfortunately, this game can actually be very hard on the pc. I haven't tracked the resources it takes but logically I assume it is mostly reliant on a decent CPU and maybe ram size aswell. For reference, my pc has a Ryzen 5 5600x CPU and runs the game at a perfect framerate, but on my Galaxy S22+ phone it is an unplayable framerate. Since my phone is pretty good, there's probably not many mobile devices that'll be able to run the game, maybe the very best phones. As for the "Mobile Mode" option, that is experimental and would change the camer to accommodate the larger Hud on so the navigation indicator doesn't block the screen and is future proofing for when more mobile devices can run it easier. It may or may not be present in the final version.
+1Such a cool concept!!! This is put together really well!
+1This is amazing and innovative! Has this type of thing been done in SimplePlanes before or are you the first?
+1@Tenativicius He'd been had unfortunately
+1@PlanariaLab Damn that really sucks. In case you haven't tried it, you can right click a folder you think it might have been in and click "Restore previous versions" to see old versions of the file where the spreadsheet might be. Also, if the spreadsheet might just be misplaced on your PC somewhere, you can get WizTree for free and it has a much better file search than default Windows to confirm it isn't anywhere on your drive still. Hope this helps, good luck!
+1@LunarEclipseSP Shhh
+1@windshifter1 My GPS sounds like what you're looking for and uses no custom variables. Just copy the label to your craft :)
+1Nice stuff! These engines are how I started out in this community years ago so they hold a special place in my heart haha 👍
+1This is a crazy innovative and well-executed idea! Great work!
+1@LinearAerospike Also, thanks for your comment cause I've used that resource heavily for all the label things I've made :)
+1@temporaryplanetester Haha I think it's safe to say I've gotten a lot more comfortable with the labels XD
+1@Darkmoon All the image data is inside the label part, so I might make an alternate program that gives you the label data that you can just copy paste into your SimplePlanes label. I'll lyk if I release this 👍
+1@brentisaac22 Can't promise that it ever will, but if you have a buddy with SimplePlanes on their PC you can ask them to do it for you
+1@MrTrolling09 @Tammatt Once I have a finished game that I feel is worthy I'll release it but I'll keep releasing progress updates so you all know how it's coming along!
+1@MrTrolling09 I'll release it when it's complete; there's a lot that goes into this and I don't have a lot of free time but don't worry I'm still working on it. You can join the FT Lab Discord to see development progress I post sometimes
+1@Zaineman Its getting there XD
+1@Spacepickle3214 No, they both do very different things, but the code I use the generate them are both written in python.
+1@DatRoadTrainGuy19 haha don't worry this exe just runs a Python script
+1