artheads's Forum Posts

  • firebelly

    Thank you so much!

  • A huge thanks to you, mate! Have a nice day!

    Here

  • Hi there!

    I know this is an old thread sorry, but may be someone have this Debug panel plugin and can upload it to any file hosting like dropbox etc...

    It would be very appreciated!!! Just can't open my old project without it...

  • Thanks a lot, I'm gonna check it right now!

  • Ashley, what did you meant under "at the last tick" ?

  • May be this can help you with ideas

  • Hi!

    Any ideas how to do the same movement as in this game:

    Video:

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  • Hi, is it possible to set neccessary edges for tilemap corners and etc (bitwise method or other)...?

  • I will remove the capx, but if anyone wants it please let me know and I will send it to you.

    Hi SupremeRobot, I'm a totally newbie in procedural level generation, and your capx would be very helpful for me. Can you please send it?

  • Thanks guys, but I can't understand how to spawn trace objects faster than every tick...

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  • Hi!

    Currently I use a sprite 16x16px with fade behaviour and spawn it at two image points. But I'n not really satisfied with look of such traces - it looks like "stairs" if I use square image or separated if I use a round image...

    Is there any other ways to implement it with smooth look?

    Current wrong traces:

  • Hi there! I working on an endless space arcade "Space Trip" - anyone can check the current progress on Scirra Arcade. So, I've read & complied already all optimization guides, but anyway met some performance issues especially on mobiles, but don't really understand why. Resolution is 1080x1920 All obstacles in game (as well stars on the background) moves via 8-direction behaviour and will be destroyed outside layout. There no particles objects are used, and even if I disable all obstacles and effects fps on mobile still is 20-30.... It's the first time when I got such trouble... If you have some ideas about, or any other feedback - it will be very appreciated!

  • Consider this plugin ?

    Thank you so much for the links, I'm going to learn it right now!

    P.S. I've tried this plugin but it has few cons like fixed width of the hallways and I don't yet understand how to make "fake 3D look" of the front walls.

  • You could use the Q3D plugins with it to make actual 3D walls. I was toying with the idea of procedurally-generated levels, and this might be just the ticket!

    Oh thanks, but I believe that there is a more simple method

  • Hi!

    I've started to build my first roguelike mini-game, guided by well-known tutorial on Scirra: https://goo.gl/7Xyfbt

    But I met some issues listed below:

    1. I have implemented a "Fake 3D" look of "wall" tiles that doesn't overlap the next tile below itself. It works inside the dungeon, but for some reasons it doesn't works for those tiles that borders with exactly same tiles that surrounds dungeon. I've broken my head of it already. Screenshot: http://imgur.com/a/QmBU4

    2. Are there any possible ways to improve the look of "wall" tiles, to surraund the dungeon edges by "border-tiles" and make it more like walls on screenshot attached? How to check that it is a "border-tile" for the left / right / top / bottom wall and set a neccessary animation frame? Screenshot: http://imgur.com/a/bIja3

    3. The dungeon can't be generated when the layout is restarted after destoying of the player. Instead of new random dungeon I receives the whole screen tiled by walls and the "room" objects. Screenshot: http://imgur.com/a/ziAuj

    Also here is the .CAPX: https://goo.gl/vOk3uM

    Any advice - I will appreciate much!