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  • Should still take a split second to load O_o..

  • Oh hey that worked perfectly. Thanks!

  • I imagine that would achieve the same effect as putting it in a layer with 0% scroll rate; the fog would move forward as you do and that wouldn't look very good!

  • So I've got this 256x256 fog 'texture' I turned into a tiled background object, and its image offset is infinitely moving it to the left to simulate slow moving fog.

    Well that's great and all, but my levels are pretty big and I can't just stretch this tiled background object across the entire level..some people might get slowdown.

    I can't make it the same size as screen and put it in a 0% scroll rate layer either; the fog would move with the scrolling and look really bad. (Can't use 0% scroll rate layers anyway, with zooming and all)

    So0o0o how would some of you guys go about this?

  • Would an array be faster?

    Way.

    edit:Actually, 25 seconds?! To my knowledge INIs are slower but not THAT much slower. It should still take under a second to load that..maybe it's something with your code? Sounds like you might be loading multiple instances of the same tile or something.

  • ^^; Sorry I wasn't trying to be mean, just making a joke.

  • Nice advertisement. Does YoYo Games pay well?

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  • <img src="http://i369.photobucket.com/albums/oo136/4Sweet2Leaf0/Andelia/Andelia_Swamps1.png" border="0" />

    I'm going to finish this one, I promise!

  • If I ever make a game with an old wise man I'll be sure to name him Tulamide ;)

    Not that you've got a long grey beard and wear a cloak or anything...right? :P

    Anyhow.. Thanks! I remember reading about mod() back when I used MMF but I never really looked into it. The more you know..

    Thanks for your suggestion too, Nifl. I'd go with that but mod seems a bit simpler :)

  • Say I start a loop that spawns 12 objects and sets their x positions to the loop index*8, and sets each one's .value('ID') to the current loop index.

    This will create a horizontal row of 12 objects and each will have an ID; 1 at the far left and 12 at the far right.

    Well, instead of a purely horizontal row, I want the objects to zig-zag. I thought I could do this by figuring out which objects have an even-number ID, and which objects have an odd-number ID, then reposition their hotspots to create this 'zigzag'.

    But um..how do I tell if the ID is an odd number or even number?

    I could just have 12 events comparing the IDs and telling each individual object to be higher or lower, but that ****** I'd like to do this in one or two events if possible! Any ideas?

  • I was adding some new enemies to my enemy spawning group by copy pasting an old enemy spawning event, then changing the objects to the new enemy.

    Well, apparently this is a bad idea because every time I tried to load that enemy the game would crash. After trying a few things I decided to redo its spawning events from scratch, and suddenly it works.

    This has happened before in the past. Even if the (copy/pasted/edited) event is perfect, it won't work or will crash the game. Re-writing it from scratch in the exact same way fixes it.

    Any chance this can be looked into or is it another thing we'll have to live with? :<

  • Nice example there, but that part I have figured out, what I can't figure out is how to blend the tiles when there are many light sources.

    Here ya go

    dl.dropbox.com/u/17634050/TileBasedLight1.cap

    Just needed to add one more condition!

    Also I recommend NOT using nuovofill or any pixel shaders for something like this; it can really slow your game down. You said something about color filters earlier, best just stick with that!

    edit: actually animmaniac's example might be what you're looking for..the lights 'combine' becoming a lot stronger, where as mine just 'blends' the lights.

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Tokinsom

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