Alpro's Forum Posts

  • mekonbekon

    Thanks for the example, simple enough.

    Some screens will use multiple tilesets and/or variants, so i guess i will go with one tilemap per variant per set. I can make a simple function that copies the data from one tilemap object to another, then destroy the original, should tiles need to be changed dynamically.

  • Thanks for the answers.

    Yes, i'm considering having all the variants on the same tilemap and use index offsets as necessary. Speaking of this, if i have multiple tilesets, each with multiple variants, should i still go with a single large tilemap or use a tilemap for each set + all its variants?

    At least for now, the game will show 3x3 rooms on the screen and some of these may use a different tileset. I was thinking of using 9 small tilemaps, even when they all use the same tileset, but with a single large one this would not be needed.

    However, tilemaps with multiple tilesets means tiles not currently used are still in memory right? Not that this is a problem but you know, good programming habits... Less wasted memory if i go with one tilemap object for each tileset. I can always change them at runtime using JSON.

  • I'd like to have a few variants of a tileset using different colors. I could use the replace color effect on the tilemap object 6 times (since it only has 6 colors) but i'm wondering how much of an impact this would have on performance and/or memory. Would it be better to have several copies of the tileset, each colored differently instead?

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  • Building a little something where skill icons use 3 images: a background, a large icon and a smaller one and they must be easily interchangeable. I need advice on which kind of object would be ideal for this. Sprites would certainly work well but seem like overkill. Perhaps tiled backgrounds? Tile maps? Canvases?

  • Thanks, i will experiment with this.

  • Can this be done without using gravity then? Like a formula to follow an arc from point A to point B, with a specific angle and flight time? There has to be a way...

  • Awesome example, mod speed mode is so close to what i need as the flight time seems to remain the same no matter how far away i click from the cannon. Changing the angle (to Mouse.Y-400 rather than -200, for example) alters the flight time, is there a way i can have fixed flight time regardless of the angle? I'd like to have 3 projectiles that have different angle but same flight time so they all hit the target at the same time.

  • Assures-toi que la vitesse d'animation pour le saut et la chute ne soient pas 0 et, si n�c�ssaire, se d�roulent en boucle. Assures-toi aussi que l'animation de ton personnage change en utilisant les �v�nement "on jump" et "on fall".

    Translation:

    Pixelcataklysm's problem is that his/her character's animation freezes on first frame when jumping or falling. I suggested making sure the animation speed is non-0 and, if needed, are looping. Also said he/she should make sure animations are properly changed via "on jump" and "on fall" events.

  • Kind of, you can add an object's UID into an array and later on pick that object by UID.

  • Oh that is great! And yep, this sounds like exactly what i need, thank you lucid.

  • tumira:

    Wouldn't that create very unsmooth animations? Pretty anims is one of the reasons to use Spriter in the first place. That is still better than nothing though. To tell the truth, i do not yet have a project, i'm only checking what options i have to do what i have in mind. Spriter wins over Canvas for now.

    It seems we forgot about the z-order problem, anyone know if it is caused by the spriter object, the family or the container? I don't think families have to do with it, it would make no sense, right?

  • Thanks for the replies guys. I've considered duplicating animations and replace images in Spriter. Not the best solution but it sounds like it is the only one we have for now. I'm not sure what character mapping is supposed to do, but if the C2 plugin is updated, i will get Spriter pro for sure. I might even get it anyway. So for now i'll follow jayderyu's suggestion *nicely requests lucid to get the C2 plugin character map going*

  • So i've experimented with Spriter and imported a character into C2, up to that point, everything is fine. From there, i added a 2nd frame to the front arm (in C2), painted red. It seems that no matter what, whenever the red arm shows, it reverts back to default immediately. Setting a looping animation does not make the arm blink at expected speed.

    On top of that, the pivot point appears wrong when the red arm shows. I also pinned a sword to that arm (in case it matters, i added the sword in C2, not in Spriter), the pivot point is wrong as well, though it matches the red arm's position, orientation, etc. I suspect when i duplicated the original arm frame in C2, some Spriter data did not carry over?

    I also have problems with z-ordering, though it may have to do with containers. While editing the layout, the sword appears behind the front arm, yet when running the project, the sword's z-order seems relative to the spriter object. In other words, it appears either fully in front of the character or fully behind. I'd really like to have it behind the front arm but on top of the rest of the character.

    What i'd like to achieve with all this is to use a single set of animations, made with Spriter, for all creatures of the same type (in this case, humanoids), using multiple C2 animation frames. Is this currently possible and i'm doing something wrong? If not are there any plans to make this possible?

    Here's my .capx, requires the Spriter plugin.

    mediafire.com

  • that would kind of defeat the whole purpose of using it, don't ya think? You could just use a smaller canvas.he idea is to build some kind of sprite sheet at runtime, out of many other sprites. I figured dealing with a single canvas would be better than several sprites. I suppose i could use multiple small canvases instead...

  • Great plug-in indeed. Would it be possible to allow drawing only a part of the canvas, by defining a rectangle or something?