newt's Forum Posts

  • Then that brings up how such a movement should behave with the Solid Behavior, or obstacle avoidance.

    If it even should work like a solid object, and not be allowed to cross a collision poly, or if it should even work with the behavior and just rely on added obstacles, and treat them like other birds.

    I think obviously some will want both.

  • 2d is a niche market. It's never going to see the traffic the like of Unity, or Unreal.

    This also means the likelihood of someone picking up the pieces if something goes wrong is pretty slim.

    So Scirra dies?

    Hold a wake.

    Asked and answered.

  • I apologize.

    It doesn't work on Tiled Backgrounds.

    Or layers.

  • It didn't do anything noticable.

  • Blur simple. Simple as it can get.

    https://1drv.ms/u/s!Ap-ffJJPoln1i3FcZMJE2RwbHmNt?e=snPwtE

    Um that's perhaps a bit too simple.

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  • I think a work around here might be a seperate object, third party perhaps, that schedules objects and instances like a stack. It would work essentially like the Timer Behavior, but sets the timing based on the stack, and fps.

    I think I've read about a system like that in other engines, like an instance bank, or sprite bank.

    Although the anti-bottlenecking may just be coincidental.

    I would say just use the Timer Behavior, but it would need to work with multiple objects.

    In the end you would likely end up having to use a for each anyway.

    Then again the bank would be a loop as well, and would be useless if it slows things down.

  • Ok, I tried.

  • Ok, well how about better ways of filtering?

    We don't have many great ways for that kind of picking.

    Its either by variable, or messing around with the iid.

  • The Json object would be more in line with that, but it's a bit of a pain to figure out.

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  • You can put strings into an array.

    Strings must be in quotes.

  • The use case is for when the number of instances processed in a single tick would bottleneck the system.

    When it became clear that sorting a z based on for each and y was too inefficient you added "Sort Z Order"

    We need a better way to handle for each.

  • Construct has a sdk, and does scripting so the answer is whatever floats your boat.

  • I'm thinking they should just use the Tween behavior.

  • Yes, but getting new users to understand that, and figure out how to set up the filtering as well as repeating the indexing.

    Which is something of an undertaking even for an experienced user.

  • As you know For Each works as a system loop, and can be cpu intensive if you have many instances.

    I would like to propose an addition that would alleviate some of that.

    Basically instead of picking each instance every tick, you pick a single, or loop over a smaller number of instances like an array each additional tick. For example if you had a thousand instances you do a mini "for each" over say a hundred in one tick, the loop over the next hundred in the next tick, then repeat at the end.

    I know that you can already do this with "pick nth", or via instance variable, but as a system command it would alleviate some of the confusion for newer users who may not understand how For Each is supposed to work.

    I think the only real concern would be how to iterate, ascending, descending, and other evaluations such as y,z, etc.