newt's Recent Forum Activity

  • 1. The main reason to use a tilemap is to save on size of download, so if that's not a concern then multiple images, and tiled backgrounds are fine.

    2. Nope.

  • Yeah, I'm looking at needing the upgrade for C2 when I would have rather gone on to C3, but it's nowhere near the level needed to do professional work.

    Upgrading and then doing the subscription is just not going to work.

    Then to top it off the stores down. wah

  • Tanks for the memories!

  • Ok, but you have to filter out the first, and last instances.

  • newt

    If I understand your method correctly, it will distribute sprites in 10px intervals. I don't want this.

    See my picture above - one sprite may be at x=8, another at x=21 etc.

    Ok, well you said not overlapping, but possibly touching.

    If non multiple of 10 was wanted, just do a randomiser afterwards

    for each

    distance(sprite(loopindex-1).x,sprite(loopindex-1).y, sprite.x,sprite.y) >5 and distance(sprite(loopindex+1).x,sprite(loopindex+1).y, sprite.x,sprite.y)>5, set x to self.x+ random(-5,5)

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  • Well 10x10= 100

    So pick a random number you want of objects 1-10

    Make a non repeating list of values of that many

    For each in the list create object at list value*10

    Array works well with "contains value", and as a stack.

  • Your textures create patterns of lines, those lines fall into cracks aka sub pixel placement.

    So.. don't have lines, and don't set positions to places with decimals.

    Note pixel rounding helps, but it doesn't cover everything, like the scrollx, scrolly.

    These are the pratfalls of game development, all engines face.

  • Its legal.

    There's no big downside, other than the tracking, but that's easy enough to work around using another service.

    The only smallish issue is the ability to get at the apk to extract assets is simplified. That's not a real issue to me as no one can use it without authorisation anyway.

  • Take a look at the tiled background object in the two.

    You should see that rather than scaling up the texture, it just shows more of the texture.

    To deal with the blurriness of scaling you can downscale the sprites texture.

    In other words you would set an object that was say 256x256 to something smaller, say 128x128.

  • No idea.

    No way to tell from what's provided.

  • You mean when its rotated?

  • Welcome to 2d gaming.

    It's just the way a line works with transformations. A band aid is to try adding a transparent border to the image.

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newt

Member since 12 Nov, 2008

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