Squashed John's Recent Forum Activity

  • dop2000 Ok so hierarchy seem like a perfect fit for what I'm trying to do,

    My one problem is that when i spawn a new chunk in use hierarchy the tilemap and objects are all on the same layer, now i know i could do an event saying on x created move to layer, but just wanted to check that I'm not missing an option somewhere that stores the layer from when i add the object to hierarchy?

  • dop2000 thanks for replying mate, I thought this might have been the case.

    I've not used hierarchy's before (not actually noticed it tbh)

    But from a min of playing around this looks promising thanks.

  • A question that has been asked 100 times before...I know as I have read all the threads asking this question.

    But there doesn't seem to be a consistent answer to this question (more than 1 way to skin a cat I guess)

    So I guess my question is, what is the best way to make a large map (51200,51200)

    Using Tilemap for the roads, paths, grass etc... I'm using 3d object for the buildings, cars are 2d sprites, people will also be 2d sprites

    Should I load it all in chunks, or have 1 big Tilemap and the buildings load in chunks, or just have at it and have everything in 1 big map and hope it works?

    Picture the original GTA as a reference to what I want to build (I'm not making a GTA clone but I want a map that's like it, with cities and out of town areas etc...)

    I've started 1 big map, but in the editor it feels like it starts to lag when I'm editing stuff, so I started to think about chunk loading, but not sure if it will make any difference as then it's just using resources to load/destroy objects.

    Any help would be greatly appreciated.

    Thanks <3

  • I've never used directional conditions, but it seems straightforward enough:

    > + System: On start of layout
    -> PF_Map: Begin adding directional conditions at 2,1
    -> PF_Map: Add direction LEFT
    -> PF_Map: End adding directional condition for the current tile
    

    This way the tile at (2,1) can only be entered from the left.

    I nearly tagged you in this as I knew you'd come up with a quick obvious answer as I've seen you in other threads using this plugin.

    Works a treat thanks man.

  • Any offers on how to use the directional conditions on the EasyStarJS pathfinding plugin?

    I've been using the plugin now for a while with no issues but wanted to add a sort of rail system and need directional pathfinding but can figure out how to get it to work.

  • Pixel Fishing on Play Store, still needs a bit of work like music and SFX

    Right now it has 7 different lakes with over 50 fish to catch,

    Multiplayer to fish with your friends,

    Leaderboards for each fish.

    Level up and unlock new locations and different fishing gear to use.

    If anyone gets a spare 5 minutes to give it a go and let me know what you think that'd be great!

    https://play.google.com/store/apps/details?id=com.squashedfin.pixelfishing

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  • clickfusion the variable is set from -45 to 0 as it's DB level

  • When sliding the slider it sets the 'volume' global variable to

    (45 - ((45 / volumeBar.Width) * (sliderVolume.X - volumeBar.X))) * -1

    how do i set the slider to the right position on start of layout from the volume variable?

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Squashed John

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