newt's Recent Forum Activity

  • Perhaps if we had the option to get the layout, or just the viewport...?

    As you can imagine a layout of just 1024x1024 with 16X16 tiles would get you thousands of objects. Even without collision detection that is guaranteed to go slow.

    Creating a mask, and destroying the tiles that are for visual purposes solves all of those woes.

    Im actually using Rojo's canvas now, however a large canvas kills performance when in webgl.

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  • Was just playing with the canvas snapshot, and found that it only grabs the viewport.

    The request would be to grab the whole layout.

    You could, for example create a mask of a bunch of tiles, then delete those tiles, and then load the snapshot into a sprite via load by url.

    It would be quite useful if say you had hundreds of tiles that eat up fps.

  • I was going to check and see where Santa was on Google maps, but it seems the plug is borked on the latest C2.

  • I'll just leave this here.

  • I don't see where you had it picking them randomly in the initial code.

  • Um, how about taking out the for each?

    You don't need it here as the variable comparison picks those instances.

    Also you dont need to use a global in a string if you just concatenate the animation name with the random number. "idle"&int(random(3))

  • Ok wasn't sure what was included in usc-2 little endian, or not included in the plug.

    Google didn't yield much as far as that goes, and I didn't think testing using the standard characters would be a good idea, as they all would work until they didn't.

  • Just curious, is there a character that is safe to use as a token if I were to use this in conjunction with tokenAt(,)?

  • Yeah, glad you're ok. Getting nailed by a tree is a terrible way to go.

    Also the apocalypse has come, its just going really really really really really really really really slow.

  • So what you're asking for is the ability to use expressions in the objects parameters, rather than having to assign them at run time?

  • That won't solve anything as far as asset management goes.

    Then again loading textures on the fly won't help either.

    Eventually we are going to need to be able to create objects without a set number of frames, and be able to dispose of those images as needed.

    Webgl helps a bit, but its not a solution for mobiles.

  • The lol is from the fact that there are more ways to export than those shown on the front page, and I couldn't even show all the different options. No one is making fun of anyone here.

    As to what I have published, the answer is nonya.

    However I enjoy the mechanics development much more than the game dev.

    As to poor performance on other systems, perhaps you should post to the forums. It may well be just a matter of your own mechanics there.

    My own is actually pretty good, but as stated before it depends on the type of game sometimes.

    Also, hope you like the blog, I really need to pay it more attention.

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newt

Member since 12 Nov, 2008

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