Tokinsom's Forum Posts

  • +1. Selecting already-placed tiles is often requested as well.

  • Oooh ok. Sorry for jumping the gun on that one ^^; Looking forward to the next release then!

  • I'm just assuming this is everything because there have been 3 releases since that thread. If there are plans to continue with these features then yeah the rendering cells are pretty useful. I personally will be modifying the tilemaps at runtime so I'd still create/destroy them as needed, but they will be good for static backdrops.

    The initial load has crossed my mind. All I can think of is a layout option like "Don't create objects at start of layout" and we can do it ourselves with zones. Maybe it ignores global layers or objects w/ persist behavior or something for HUD elements, player, etc.

  • Ashley recently optimized the destroying of objects specifically for this. Loading on the other hand might cause a slight hiccup if your zones are huge but, as you said, lazying loading can fix that or the dev can put in some sort of transition.

    The creation & destruction of objects is necessary to "reset" them when re-entering a room or zone, and making sure that nothing is going on outside of the current room or zone. What better way than just destroying them and calling them back when needed? Instead we got this new action that doesn't really apply here...

    Layer zone isn't a bad idea either but you'd then have to specify the object types for each layer so that's a no-go.

  • Ashley To my knowledge, Rendering Cells & the new system action "Reset persisted objects" were to address the issues brought up in this thread.

    However, I fail to see how they do so. The consensus was to add a single new action, something like "Reload Layout Zone (x1,y2,x2,y2)" with a button to specify which object types in that zone would be reloaded. This would allow us to dynamically load & destroy portions of a layout, which would be ideal for metroidvanias & open-world type games such as Zelda.

    What I don't get is how "Reset persisted objects" is supposed to solve this, since it only works when you exit and re-enter a layout.

    The rendering cells were also surprising because, with the above solution, "far off cells" wouldn't even exist outside of memory. Instead, the "cells" would be loaded & unloaded as you progress based on distance to the player (or however the dev wants), which would result in a lower average CPU/GPU usage. I suppose they are currently beneficial to GTA-style sandbox games where you have one continual seamless area with no resetting, but that's about it.

    Is there something I'm missing? Is the "Reload Layout Zone" action still on the horizon?

  • While we're on the subject...what about making tilemaps center-oriented? Right now you can't resize them without screwing up your tiles :T

  • I'll probably get shot for saying it, but...Multimedia Fusion 2 / Fusion 2.5. Unlike Construct, Game Maker, Stencyl, etc. it's geared towards game AND application development, and is surprisingly powerful in that regard.

  • The fog just looks like a transparent image, maybe with an additive blend. Weather particles are the same for top-down games as they are in platformers; only difference is they get destroyed/reset their position based on a random y coordinate instead of the bottom of the screen.

  • jayderyu You mention being able to loop through the gamepads to retrieve the gamepad index when a button is pressed. Can you elaborate? I tried a for loop every tick with loopindex as the gamepad index but it didn't work. Maybe I missed something. Anyhow, I 'd definitely prefer to do this than have a set of input events for each gamepad...that will be a major pain in the *** with complex player mechanics.

  • Ashley Any chance this will be in the next beta? The current way calls for A LOT of copy paste code with slight variations for each gamepad..

  • Same thing happened to me. Apparently the mac/linux builds that NW produces are foreign to users of those platforms. I don't have either so I haven't been able to test them myself.

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  • 1) Can be done with sprite objects & events

    2) Not sure what purpose this would have. Probably better off using the Sprite Font object.

    3) Can probably be done with physics behavior.

    4) Grid could be nice I guess, but you're better off using an image editor of your choice and then using C2's for minor tweaks, placeholders, etc.

    5) Looks like a pretty standard jump to me. What's the difference?

    6) Pretty sure this can be done with "loader layouts"

    7) Eh. There are 100 threads on why this likely won't happen.