Hello constructors,
When you using variables to define the object states, which one you prefer to use, boolean or number? It seems number can do what boolean can do and it's more flexible to extend in the future. For boolean I need to add more variable, for number I can just set A=0, A=1, A=2... its just not that intuitive and needs more comments.
Hi, I wonder if it's possible to make tiledbackground object scale-able like sprite? At the moment I can make it by scale the whole layer in runtime. but it's very un-intuitive when edit the position in editor since I have other layers is not scaled.
In some case the picture looks good in 2x or even 4x, so if its able to scale we can save lot of memory:)
Great to know! I hope CocoonJS can support WebGL soon in the future. its been asked for a while:)
I just made a small example and find it actually works:P
I guess my project goes too complicated maybe it's affected by other events. I can look it up myself first. Thanks Ashley
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The "Pick nearest/furthest" seems not work with Family event?
I have a:
A Pick nearest to B -> B do something to A
it only works with objects, if A is a family then it won't work.
Is it a bug? if not is there any way I can work around?
I'm curious about how C2 handle the resources. Will it load all sprites or other picture images into ram in the beginning? Or is it just load those necessary things for current layout?(e.g. characters and level backgrounds)
I'm trying to constraint the sprite sizes, re-use and scale them up to save up memory for mobile platforms. but since the project grows bigger it will eventually be many sprites.
OK I also realized its not work when webGL is on. For for mobile its not working, probably because of cocoonJS is not supported
Hi Pode, I just started to use this behavior, I use the "Change RGB Color" Action. It seems works in IE but not in Chrome. neither on mobile. Is there anything I did wrong?
Thanks for the help ppl! I got it working:) Here is my solution:
<img src="https://dl.dropbox.com/u/1396615/bugImage/LevelTransition.jpg" border="0" />
Awesome:) I'm looking forward to the new plugin
BACLog, I got your idea. The thing is I would like to use 1 invisible object called "Entrance" or something instead of "Entrance A,B,C" three objects. Because maybe I will have many entrances in one layout. My trouble is if there is 2 or more "Entrance" object instances in one layout, I don't know how to pick the right one to set player position to.
dragoonblade, yes it is because of memory and cpu power issue, that's why we have layout;)
Rex,
I'm thinking about if you are interested to add "inertia" feature to the awesome Moveto behavior? It's kind of like add mass to the moving object and make the movement more realistic when change direction. It can be turn on/off in the behavior property panel. If you don't get what I'm saying, here is the picture:
<img src="https://dl.dropbox.com/u/1396615/bugImage/inertia.jpg" border="0" />
So If I want connect all layouts together to make a big world. For example: Player from layout 1 exit 1A can go to layout 2 and appear at entrance 2A, from layout 1 exit 1B can go to layout 3 and appear at entrance 3A. Typical RPG system.
I already know I can set "Go to layout("name")" on the exit object. then after spawn at next layout set player position to the according entrance object instance. But which instance to go? I was thinking to use "Pick nth instance" but it seems impossible.
Paradox, I'm looking forward to it:)
Some progress here:
I have tried solved the issue by dynamically destroy instances off-screen and re-create them in appointed position. But ironically this way seems cost more cpu because of lot of looping.
http://www.scirra.com/forum/topic64596.html
So I tried to cut off instances to 300-400, it looks slightly worse, but the framrate is acceptable now:) http://www.scirra.com/forum/topic64596.html
Thanks rex:) Unfortunately I can't use pathfinding in my case. but its not that big issue so I can live with it for now.