newt's Forum Posts

  • Layout size doesn't matter. The amount of memory used does.

    You can't just shovel a bunch of assets in, and hope for the best. You can swap textures, but you have to be careful of when and how its done.

    So basically, what you described on one editor layout? Probably not.

    Programatically during runtime? Sure. In fact this is one descriptor away from an endless layout.

    You will need to know which objects with instances share the same texture, and which don't.

    Then you will have to figure out how to balance the swapping of textures, and the timing.

    No game will have a background with elements that are never repeated.

    All games repeat certain textures with variations in size, and orientation.

  • It depends on what you mean by "always-changing graphic elements and scenarios".

    Generally this is why we have different layouts.

    In game design you have x amount of memory that you don't go beyond.

    That with everything that's going on cpu wise are the limitations.

  • I would just use a Tiled Background with a gradient mask using blends.

    If we had distort maps I would just do it that way...

  • Also noticed an issue with any Move To hitting solid seems to trap the Move To object.

    That seems like a bug to me.

  • For the Move To behavior with stop on solids, on hit solid, is there anyway to get the collision solid into the sol?

    I have more than one solid object. Some filtering is needed.

    Pick Nearest isn't an option for tiled backgrounds, and the collisions for Move To seem to work differently to overlapping, and on collision.

  • I tried a bluetooth mouse, but it doesn't seem to work for that in mobile.

    Seems like one of those would be a reasonable workaround.

    Keyboard, mouse, chromecast, on a powerful enough mobile... just like desktop.

  • Some nice fx on the exchange

    construct.net/en/make-games/addons/effects

  • Field variable=bool

    ->system compare field.PickedCount=field.Count do foo

  • It would most likely be up to a third party.

    The topic is a bit nebulous, so I would look forward to seeing what happens with the Itch challenge.

  • Pretty sure the lib referenced use a shader.

    Closest thing using regular objects would be this: construct.net/en/forum/construct-3/general-discussion-7/liquidfun-javascript-lfjs-145950

    Sure a shader that does that is doable, but I imagine the development time would be enormous.

  • Select the events by clicking, and holding Ctrl.

    Drag the highlighted events under the group that you just created.

    It's a little finicky, but a little green line will show up when you drag them to a place they can go.

  • Tilemaps for walls, terrain, etc. Tiled bg for repeating textures. Sprites for objects.

    Static objects usually aren't the issue, its when they move.

    Typically you can have hundreds if not thousands of objects without issue, depending on the hardware.

  • Oh, a Metroid-avian

  • Set text to choose("You have won 1 billion dollars","You got into a car accident")

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  • My guess would be 128 rays running every tick.