Mipey's Recent Forum Activity

  • You can customize the Quick Access Toolbar I myself have it set to include the 'Debug All'.

  • Stumbled upon this:

    http://www.love2d.org/

    I don't know what to think... but from what I've been able to discern, it is a 2D game engine that you can create games for through LUA scripting. Far from being Construct, but that particle demo is neat!

    When I despair over difficulties I am having with Construct, I need only remember what alternatives are out there... no event editor!

    Yeah, I'm working harder now!

  • That is good news!

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  • I heard about an ice berg with mother polar bear and her cubs floating up the Thames!

  • Those are his children he's babysitting while Big Momma is out shopping.

  • Why do people spray graffiti over walls?

    Expressing themselves. The same with virus makers, hackers, graveyard and streetlight vandalizers.

  • If I were to use a grid (tiled) map, what would be the most efficient implementation?

    So far I've been experimenting with the array object. It is robust enough, within each element I can store specific tile data even on Z layer (sky/ground/underground). Fine and dandy.

    Now, the problem arises when I try to populate the layout with those tiles or their graphical counterparts. If I create an instance of tile graphic for each given tile, the number of instances quickly rises into hundreds! Soon you have thousand objects on the layout. I highly doubt this is the correct approach.

    For example, on 640x480 layout with 32x32 tile size there would be 20x15 tiles, which amounts to 300 instances. Now imagine I add flavors, such as transparent objects, terrain features, NPCs on top of all that.

    Surely there has to be a more elegant way? I intend to build a game map of 100x100 tiles, smooth scrollable and all that. Now that is a scary amount of instances...

  • Quite useful! Just a minor annoyance that it creates a block if you misclick the value... I said minor.

  • Examples by category, eh? That'd be neat indeed.

  • Pretty nice!

    Also, about that bug... it seems that when you select a timeline within the timeline editor, it actually doesn't get selected. Like selecting Intro doesn't show it, after you've created another timeline.

  • I decided to use hash tables for that.

  • That is... awesome... but a staggering amount of complexity... head exploding!

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Mipey

Member since 16 Jan, 2009

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