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Ls,
Looking into porting my 2d game to the stage3d environment.
The ol'approach works fine until a lot of stuff starts appearing on the screen at the same time.
At that point I believe it to be the displaylist that starts to clog or seriously draw resources.
So.... stage3d then.
Question:
I cannot find any "advanced" sprite control methods.
In my old app. im using MC''s and use gotoandplay to direct them to the current walk position and/or a deathsequence and such.
In starling i can spritesheet em, then juggle em, start em and stop em. But not specificly target any frame i want it to be on.
shaks!
So I could strip em apart into sub sequence spritesheets i.e: walking, running, taking, dying, throwing.
and then add and remove/replace em from the scene whenever a change occurs.
Would that be the way to do it?
Im fearing that this will nullify the stage3d speed enhancements.
All this beeing a seriously daunting task if it leads to nothing, I'm am seriously hoping someone can enlighten me on this.
Extreme regards,
Mac
For all with the same question.
I think it will be explained in here
http://www.adobe.com/devnet/flashplayer/articles/creating-whack-with-starling.html
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I'd recommend looking over http://www.gotoandlearn.com/play.php?id=147
the example only has 1 animation sqeuence in it but he does breifly mention how you would go about adding additional animation sqeuences
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_spoboyle,
Thank you, I've been surfing a lot already.
Hope this one hits the mark,
cheers for the assist,
Mac
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Ha!
well i've seen this one.
Its the one that made me consider porting my game to stage3d.
Nevertheless, thanks for the assist.
I guess ill just have to try on the fly and make a small test.
Mac
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For all with the same question.
I think it will be explained in here
http://www.adobe.com/devnet/flashplayer/articles/creating-whack-with-starling.html