lolpaca's Forum Posts

  • This looks amazing, great to see what you can do with Construct! You got my greenlight

  • Looking great I like the spells!

  • I realise this is kind of a "how long is a piece of string" question, but what's a good upper limit to have for the number of sprites in a layout?

    As a bit of background on this, I'm working on a tile-based mining game. At first I was generating every tile sprite individually, which meant I was starting every layout with around 7,500 16x16 sprites from the get-go. I've since switched to using the TileMap object and the framerate gain has been phenomenal, but it's got me thinking about more ways to improve efficiency.

    For instance, I have a black "darkness" layer above my main layer, and I was generating a Destinationout "lightwindow" sprite every time the player mines a tile, so that only the area that's been mined out is illuminated. These lightwindow sprites mount up after a while and start impacting framerate, so I started using Rojohound's very excellent Canvas plugin, pasting the lightwindow to the canvas and destroying it on creation. This works nicely, but a one problem is that pasting to canvas causes a very slight stutter, so the compromise I'm considering is to let the lightwindow sprites mount up until they start having an effect on framerate, then pasting & destroying them all at once - this way the stutter only occurs occasionally.

    Anyhoo, with this in mind, how many sprites is too many? I realise all systems are different and games will always run less well on less capable machines, but are there any good rules of thumb for this?

  • Amazing plugin, this has solved one of the biggest problems I was having in a project. Thanks so much!

  • Exactly! Ha, I was doing it backwards, trying to base the condition around the sprite. Thanks!

  • OK, there's one thing I'm having a really hard time with:

    I need to test if a sprite's X and Y are over any filled tile on the Tilemap, but without using "Sprite is overlapping" as the detection isn't fine enough. I've tried all sorts of variations with PositionToTileX, TileToPositionX, SnapX etc and now my brain's just turning to mush... <img src="smileys/smiley11.gif" border="0" align="middle" /> My Tilemap is 16x16 if that helps

  • Just trying some things out with it, looks good... so should I actually be using two tilemaps, and set one as a solid for the walls and the other not for the floors?

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  • Sounds ideal! (I'm planning to add corridors and tunnels to mine too, let me know if you find any good methods for generating them!)

    So the tiles are still treated as individual objects with the Tilemap (ie I can assign different variables, etc to different types of tile), and the Tilemap's effectively like an array that contains them? Just trying to get my head around how it works!

  • This looks amazing! Weirdly enough, for the longest time I've been dwelling on the idea of an Aztec-themed RPG and wondering how it would work... <img src="smileys/smiley32.gif" border="0" align="middle" />

  • Hi,

    I'm developing this dungeon-mining game with randomly-generated levels - capx below. Arrow keys to move, WASD to mine.

    dl.dropboxusercontent.com/u/106247621/Greed-test/ProcGenDungeon.capx

    I've been reading up about the new Tilemap object, which sounds like it's perfect for this project - I'm currently generating upwards of 7,500 tile sprites individually, so am I right in thinking using Tilemap would make this a lot more efficient and framerate-friendly?

    As you can see from the capx, there's a fairly lengthy map generation process before the game actually begins - would I still be able to transpose all those events to the Tilemap object if I used it? I don't mind doing that at all if it would make everything more efficient, but I wanted to ask before I start doing that - is it right for a project like this that has random levels?

    If someone could take a quick look at the project and let me know what they think I'd be really grateful - even after reading all the posts on it, I'm still a bit confused about what Tilemap actually is...

  • ARGH ignore that. The problem was a "For Each" loop relating to the floor tiles, not the DestinationOut sprite. Happy! <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Hey all,

    I've been making a dungeon-mining game with randomly-generated levels - capx below. Arrow keys to move, WASD to mine.

    dropbox.com/s/s4v0p4uyxyfgrzm/ProcGenDungeon.capx

    I'm using a lighting effect with DestinationOut "lightwindow" sprites that reveal the dungeon as you explore. I'm really pleased with the effect, but the problem is that the framerate drops massively as more of these sprites are created. I've tried exporting to Node Webkit which seems better, but the framerate still gets crippling.

    Can anyone think of a way around this at all? If not then this may be the end for this project <img src="smileys/smiley19.gif" border="0" align="middle" /> as I really want to keep the effect rather than have the player able to see all the dungeon all the time. If anyone can think of a smarter, more efficient and framerate-friendly way to do it, please let me know!

  • Hmm, I didn't know that. Thanks, I'll try it with families.

  • To simplify this question, I guess I'm really asking how to tell Construct this:

    If Tilesprite with ValueX is overlapping TileSprite without ValueX, set second Tilesprite to ValueX

  • Hey all,

    I'm having trouble with an expression that picks different instances of the same sprite. Basically the expression looks something like:

    If TileSprite is Illuminated (boolean)

    And Tilesprite is overlapping Tilesprite at offset (0,16) or (16,0) or (-16,0) etc - covering the 9 tiles surrounding the original Tilesprite

    Then

    Set Tilesprite boolean Illuminated to True

    In other words, starting with the first Tilesprite that is Illuminated, the boolean value Illuminated "radiates" out to all surrounding Tilesprites (and then on to the ones surrounding them, etc). The problem is I don't think Construct is picking the right Tilesprite to set the boolean: the condition mentions multiple instances of Tilesprite, but I think the action is only picking the primary instance (which already had the Illuminated value!).

    I hope I've explained that well enough! I'm sure it's just a case of me not expressing it properly, could anyone please tell me how to achieve this effect?