oosyrag's Forum Posts

  • Depends on what device your target platform is. Modern phones have 2-3 gigs of shared memory and PCs generally can also utilize system ram to supplement graphics memory (it can cause slowdown in terms of frame rate though).

    On the other hand, it is NEVER a good idea to use all available memory. You also have no way of knowing how much memory is allocated to other software on each target device.

    Personally I would aim to keep it under 512 to be safe for most modern devices.

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    Or you can just buy C2, which will still be available (and can basically do everything C3 can do anyway).

    Seems to me like a matter of wanting all the nice things but not wanting to pay for it.

  • Surprise! This isn't a feature request!*

    https://www.dropbox.com/s/wyiz1r06s2p3o ... e.c3p?dl=0

    Two examples of different bitwise methods for autotiling, created in C3.

    Layout 1 uses edge based bit indexing for "whole" tiles, generally side view/platformers. Includes single event version on layout start, and also a more readable version that uses more events to draw tiles with the mouse. Both use the same method described at http://www.saltgames.com/article/awareTiles/.

    Layout 2 is more complicated and uses corner based bit indexing for "half" tiles, usually used for top down views. Starcraft is an example of a game that used this method. As with the first example, I included both single event and multiple event versions. This method is great when used with layered transparent tilemaps - one for each terrain, such has dirt, grass, forest, mountain ect. ref: https://www.codeproject.com/articles/10 ... n-a-tile-m

    Bonus - I also included a nifty lightweight way to make a "animated" tiling water illusion where it should basically be impossible to see the tiles (0 events, 2 tiled backgrounds, sine behaviors).

    * Just kidding, I lied. Here are a few tilemap feature requests: Tilemap.Tilesize expression, and also Tilemap For Each Tile condition (along with curx, cury, like arrays). Honestly probably not widely needed/used and obviously there are workarounds, but they would be nice to have.

    I'm going to use this opportunity for a shameless plug for an unrelated expression that WOULD be very useful, as many mobile games take advantage of this feature. I imagine it would be easy to implement as well - System expression for Unix Timestamp to keep track of "offline" time https://construct3.ideas.aha.io/ideas/C3-I-143

  • It can be either.

  • Interesting, thanks! So -1 actually is supposed to be all 1s. I thought getbit wasn't working correctly with a negative number or something ><

    I guess that means the last bit is reserved for determining a negative number or not, so an 8 bit number would range from -128 to 127 rather than 0 to 255.

  • How is -1 (or any negative number) represented as a binary number in construct?

    For the purposes of using setbit on unassigned tiles in a tilemap.

  • Maya

    Edit: Blender (free)

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  • Either use a flag to set your slow motion state and add an event to revert it back to normal, or remove the run once while true.

  • On the every tick event, add the system compare two values condition - CurTouchY < PrevTouchY

  • https://www.scirra.com/tutorials/560/sw ... th-inertia

    Remove the x related expressions and leave only y.

  • Spriter

  • This is why sprite fonts and web fonts are a thing.

  • This may not be possible with C2 as it currently stands.

    You can append a caret to the text object. The only way I can think of to get the position of the last character is if you placed every character in its own instance of a text object, which is possible, but probably not very elegant.

  • Are all the sprites one object or separate? If it is one object you can use a loop and a counter.

    First set CounterVariable to 0.

    Repeat Sprite.Count times - Add Sprite(loopindex).Width to CounterVariable.

    Make sure the loop runs by trigger and not every tick.

    If they are separate objects you should be able to do the same thing with family.