newt's Recent Forum Activity

  • Then that brings up how such a movement should behave with the Solid Behavior, or obstacle avoidance.

    If it even should work like a solid object, and not be allowed to cross a collision poly, or if it should even work with the behavior and just rely on added obstacles, and treat them like other birds.

    I think obviously some will want both.

  • 2d is a niche market. It's never going to see the traffic the like of Unity, or Unreal.

    This also means the likelihood of someone picking up the pieces if something goes wrong is pretty slim.

    So Scirra dies?

    Hold a wake.

    Asked and answered.

  • I apologize.

    It doesn't work on Tiled Backgrounds.

    Or layers.

  • It didn't do anything noticable.

  • Blur simple. Simple as it can get.

    https://1drv.ms/u/s!Ap-ffJJPoln1i3FcZMJE2RwbHmNt?e=snPwtE

    Um that's perhaps a bit too simple.

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  • I think a work around here might be a seperate object, third party perhaps, that schedules objects and instances like a stack. It would work essentially like the Timer Behavior, but sets the timing based on the stack, and fps.

    I think I've read about a system like that in other engines, like an instance bank, or sprite bank.

    Although the anti-bottlenecking may just be coincidental.

    I would say just use the Timer Behavior, but it would need to work with multiple objects.

    In the end you would likely end up having to use a for each anyway.

    Then again the bank would be a loop as well, and would be useless if it slows things down.

  • Ok, I tried.

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  • Ok, well how about better ways of filtering?

    We don't have many great ways for that kind of picking.

    Its either by variable, or messing around with the iid.

  • The Json object would be more in line with that, but it's a bit of a pain to figure out.

  • You can put strings into an array.

    Strings must be in quotes.

  • The use case is for when the number of instances processed in a single tick would bottleneck the system.

    When it became clear that sorting a z based on for each and y was too inefficient you added "Sort Z Order"

    We need a better way to handle for each.

  • Construct has a sdk, and does scripting so the answer is whatever floats your boat.

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newt

Member since 12 Nov, 2008

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