bigredron's Forum Posts

  • 4 posts
  • Well my current project in MMF does this by drawing only the tiles that are displayed on the screen.

    I do this vua LUA and it works very fast but I am starting to get a bit tired of some of the work around I need to do with other parts of my game.

    I dont really want to got through teh whole 'trial and error' thing again with construct. It took my weeks to get my current drawing routine to what it is now.

    I guess I will stick with MMf for the time being, but I will keep an eye on Construct.

    cheers

  • thanks for the reply guys.

    What I need to be able to do is load my level at the start of the frame at runtime from an array.

    I need to have all my tile images stored in one object, and then as I load my arary I will read the tile index that is saved in the array, change the image to that tile and then I need to draw it on the frame.

    I dont want these to be sprites as that would be wasteful. They are just background objects.

    I need to be able to handle map sizes of 500x500 tiles easily.

    How do I go about doing this?

    Can someone post me an example? there doesnt seem to be many examples out there (that I can see anyway).

    thnx

  • Im a user of MMF2 and have been working on an isometric RTS game there for quite some time and it has been coming along great, but I have been checking back here occasionally to see how things have progressed and it seems to be getting very powerful and popular.

    I have a few questions;

    1/ Is there a LUA extension available? I know that you can use python but most of my engine relies on LUA scripting and lua is faster the py.

    2/ Do you have any isometric support?

    3/ Do you have any support for large scrolling backgrounds that are made up of tiles? By this I mean can I draw the background at runtime, including layering multiple tiles on top of one another with alpha masks.

    4/ Does you pathfinding algorithm include a 'cell height' parameter which means that if I have grid cells at different heights the pathfinding takes this into account. (If for example I have a cell with a height of 5 and the adjacent tile has a height of 1, the pathfinding will not jump from height 5 to 1, but instead search for a way down like 5,4,3,2,1. This is good for creating cliffs which is what my engine has)

    5/ And finally how efficient is it compared to MMF2? I have optimized my code as much as I can and get around 150-200 fps using 1024x768 resolution and dont want to go anything less than that.

    Look forward to your answers,

    cheers

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  • before I commit to investing time and energy into Construct, can someone please point me to some RTS games or examples that have been made/are being made using Construct.

    I am currently using MMF2 and things are getting pretty sweet, although it is very hard to keep track of all the coding needed.

    I have tried to look at the RTS tech demo, but it doesnt work for me so please dont link me to that.

  • 4 posts