newt's Recent Forum Activity

  • Seems like there's always been issues with family values.

    Might I suggest a container instead?

    ObjB as a container of ObjA, and then ObjC paired to either should pick both.

    But that still wouldn't explain the issue with it working on relative and not on absolute, unless the comparison is flawed somehow.

  • Its probably because line of sight doesn't work well with multiple instances.

    Since this is platform, and you probably only need a single axis to compare, try the overlapping at offset condition. Like ranger is overlapping at offset enemy 30x 0y.

    Then -30x 0y for the left side.

    If you do need both axes then you can use distance(x1,y1,x2,y2), but you may need something else to pick.

  • You would want the fine control for stuff like card games, isometric, and even sprite chains.

    A floating point system like CC uses for z height might work, but it could use some organization like first object to a whole number remains on top, while the next sent there would go to 1.9, 1.8, etc, course that might be confusing at some point since logically those are bigger numbers.

  • ^^

    Yeah a good optimization might be the Canvas object. You can paste those objects into the canvas, destroy them, and then update the canvas collision mask. Keep in mind that this will exchange some vram for performance, so use it only where needed.

  • Unless your Python script is interacting with Construct during the process I would say it should be about the same, but 4.8 million is a lot......

  • Containers, and I'm betting an Edit box would start to come in handy pretty soon.

    Also, I haven't checked if you've added the array access expression, but would it be possible to allow it to be able run variables as arrays?

    In CC you can place arrays in variables, but if you were to try to do something like sprite.value("myarray") loopindex, it wont work. That coupled with a way to set delimiters, and local variables, or instance variables would be incredibly powerful.

  • Actually you do have to be careful and balance larger tiles with smaller tiles, as even though repeated tiles take up less vram, if you have many little tiles it can add up in processing power.

    IE keeping track of a couple hundred small tiles can kill frame rate where a few dozen larger tiles wont.

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  • Yes, but that way I would have to make event's for evey single art asset. That's what this idea is for, to avoid all that wok in a simple way.

    Im talking about a exe you make on your own, one that saves the x, y, angle, and some reference to each object in an array. You would then import that info into your game to tell your assets where to go.

    I'm not sure what you mean by every single asset, as it usually designed to reuse events.

    You would however have to add a few events to the game to parse the array.

  • It should be relatively easy to create an editor that does the grouping for you using Lucid's S plug.

    It allows you to create array's that remember x, y, and angle, and it has a function to create image points on the fly.

  • 4 different objects at 256 x 256 take up less vram than 1 object at 512x512?

    That just doesn't add up unless the big object is not exactly 512 x 512, or your video card doesn't support it. The latter being the most obvious of course.

  • I think what he's wanting is a plug that would automatically align sprites based on a center objects imagepoints from within the editor... doable without a plug via imagepoints, pv's, and set angle, at runtime.

    But here's the kicker, if said sprites are all power of two, there's really no gain in splitting the image up into smaller pieces.

  • I remember playing the demo to Ico:

    http://en.wikipedia.org/wiki/Ico

    While it's 3d with full color and everything, the way they did the monsters is a lot like the silhouette style.

    <img src="http://dl.dropbox.com/u/666516/215133689_WNJWX-L-2.jpg">

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newt

Member since 12 Nov, 2008

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