Simple Games's Forum Posts

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  • I think it's been fixed, at least in C3 runtime. But it wouldn't be hard to create a test project and check yourself.

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  • This expression converts regular coordinates into tile coordinates. So it would be terrain.PositionToTileX(Touch.X) and terrain.PositionToTileY(Touch.Y) to convert the position of the touch

  • Great :) By the way, you can delete collision points by selecting them and pressing Delete, or right click - delete.

  • You can change individual collision poligons in Tilemaps: Click on the Tilemap - on Tilemap bar doubleclick the tile you want to edit after which you can edit it as any other sprite.

  • Go to: Menu - Settings - Updates - Beta releases

  • It would be really helpful to have a checkbox for animations like "Adaptive speed" that would allow to skip some frames when needed.

  • Google added OffscreenCanvas support in Android WebView recently.

    bugs.chromium.org/p/chromium/issues/detail

    Does it mean web worker will now work with Android export? Will this affect performance?

  • Hi, I'd like to buy it but I have a few questions.

    Is it possible to set instances to "Static" via events?

    Is it possible to sort instances not every tick, but every X seconds for better optimization?

  • try this.

    if Enemy.count > 0: do nothing

    Else: execute your actions

  • No problem

  • For some reason the built-in Timelines and Tween behavior, while being great features, have a much worse performance than 3rd party LiteTween behavior executing the same task. In this test - changing only the angle property for multiple instances.

    Here's a live demo press 1/2/3/4/5 to turn on different animation modes and R to restart layout and reset animations.

    Here's performance overview:

    LiteTween - best performance; Timer + Set Angle - second best; TimeLines (Relative) - third; interestingly, TimeLines (Absolute) and Tween both have the same performance, worse than TimeLines (Relative).

    This is an extreme example, of course, with 500 characters, each consisting of 13 body parts (which is still not that large a number for something like an RTS). But on a mobile the threshold is much lower - timelines and tween struggle with 100 characters, and that's the animation alone and only with one property, so with some game logics and collision checks it would be even worse.

    Here's the demo c3p

  • Right-click the object in the editor and select "Z Orded - Send to Top/Bottom of layer". Also you can change Z order with actions in event sheet. But if you are planning to have multiple background objects - it can be a better idea to use a separate layer, it would just be more convenient.

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