newt's Recent Forum Activity

  • You want to look at it as "what if dt was zero?".

    If it was zero it would be zero speed.

    Otherwise dt will generally be between 0, and 0.16.

    The time since the last tick.

  • Actually I should change that. Its should always just be speed*dt.

    (object.x+speed*dt)*0.99

  • I probably need a refresher on my computer math.

    ((object.x+speed*0.99)*dt)

    Dt should be the final thing that everything else is multiplied by.

  • That's pretty much where the fade-in starts.

  • Actually this might kill a few birds with one stone.

    There's been some talk of having editor hooks that would allow for third parties to create ways to interact with the editor. Hopefully this would be something that would bring a richer experience to the editor, and allow for some things to be setup in-editor rather than having to do that at run-time. However this brings up quite a few issues, development, security, and bugs out the wazoo. So it's fairly easy to understand any reluctance to do this.

    Workarounds now are to either make events to do that, or load an objects state as json.

    I think you might see where I'm going here...

    What if we had options to load those json files in editor, for all objects in their preferences?

    Tilemap. Instead of trying to make a file in Tiled, and load it via tmx you use a json state.

    Sprite. Position, z, angle ect.

    Particle. Options preset, individual particles preset.

    Timelines. Boom.

    Arrays...

    Obviously this means that those objects states would have to be exactly the same at the start of the runtime, as they are in the editor.

    This actually solves a couple of my existing feature requests.

    Of course there would be limits, textures would obviously not be included, and mixing and matching would not be advisable, etc.

    Yes, no, maybe?

    Tagged:

  • True, and that kind of reminds me of a feature request, but that's a separate topic in itself.

  • I'll just leave this here:

    dropbox.com/s/mvipuut3mbx4qsh/particle%20fountain.c3p

  • Fade in.

  • Not really.

    Read the documentation on how Sprites work.

    Look up how instancing works.

    Then frames.

    Then animations.

    Sounds like you want a Tilemap, but are unsure how to stitch it together in an external editor.

  • The benefit of a Tilemap is that you can create large map from a relatively small texture.

    They are meant to be static, and therefore best for maps, and obstacles.

    So yes Sprite, a separate object type will work well with a tilemap.

    Might want to get to know all the different objects before proceeding.

  • Tilemaps are way different than Sprites, so you need to be more specific.

    There are lots of resources for both.

    Try Kenney.nl or Opengameart.org

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  • Invisible means not rendered which is ideal for objects that are active, and not meant to be seen.

    Unless something has changed...

    The usual method for dealing with objects that should not be active is to create them on the fly.

    Store useful data for those objects in a data structure like array or dictionary.

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newt

Member since 12 Nov, 2008

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