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  • That would do for gradually changing colors, but the 'blending' is a whole other monster. You could always take 2 transparent objects and overlap them, making a new color..that's probably not the most elegant solution though :)

  • RGB(r,g,b)

  • You can use distance(player.x,player.y,enemy.x,enemy.y) to get the distance between your player and the enemy.

    sourceforge.net/apps/mediawiki/construct/index.php

  • Awesome.

    Couldn't really get a good picture of this...so here's a video.

    youtube.com/watch

    <img src="http://i369.photobucket.com/albums/oo136/4Sweet2Leaf0/swirly.png" border="0" />

  • I wouldn't say they're graphically inferior; they're completely different types of graphics.

    And yes.

  • nicalis.com/nightsky

    o.o;

  • Thanks for the input. Come to think of it I had ~3800 objects and 60fps before the 'portal rendering', and there's only ~400 now in the largest room so far, so I guess it'll be fine. I'm just worried about the game's performance on older computers, so I've been doing everything I can regarding optimization. Maybe I've gone a bit overboard ^^;

  • My levels consist of multiple rooms, and are loaded from an array. I've managed to program a sort of 'portal rendering' where the whole map is loaded at each room transition, but everything outside of the current room is destroyed.

    There's still ~300 tiles per room, plus ~100 collision tiles, so I've been thinking at each room transition I should create a canvas the size of the room and paste the tiles to it, then delete the tiles.

    My questions are..

    1) Is it worth it? I'm basically replacing ~300 16x16 tiled background objects for a single, large image with an average size of 1024x224 or vice versa..so I'd say it's worth it..I tend to stay away from giant images though, and as far as VRAM is concerned it could pad out to 1024x1024 or larger, right?

    2) Should I also paste the collision tiles to another canvas? It's either ~100 sprite objects each with their own collisions, or a massive collision mask that is the canvas.

    tl;dr... Which is better? Hundreds of little objects, or a handful of massive objects?

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  • If I had to pick one I guess it'd be sub-events. They go a long way.

    If I hadn't made my own level editor it would be the ability to change duplicate's properties without affecting the rest.

    Built-in collision masks are pretty nice too.

    edit: Oh, C2..Well I think the above features have already been added so whatever.

  • Don't know why I didn't try that earlier -w-; But yeah it works. Thanks!

  • The following "expression" is how you retrieve a file from a folder inside your game's folder:

    AppPath & "GameFolder2\File.blah"

    Well, what if the file you want to load is a variable? If you change the above to:

    AppPath & "GameFolder2\global('file')"

    then everything in the quotation marks is just turned into a string, even if the global value ends with the proper extension.

    The only way I know how to get around this is to use sub events that compare the global value and then load the appropriate file, but if I have a lot of files to load then that could get tedious. Do I have a choice?

  • No, I know about that, but this spritesheet is very unorganized and it would take a really long time to do that!

    Of course I could always re-organize the sheet but..I'm lazy and just wanted to play around with C2 a bit because I'm burnt out on my current project ^^;

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Tokinsom

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