Tokinsom's Recent Forum Activity

  • Would be nice to have this for Tiled BG's, SpriteFonts, and Tilemaps as well. That way you only need one per project and can swap between images as needed. Probably not happening though T_T;

  • Yeah global layers are completely different. Perhaps we could have a way to import layers and their properties from one layout to another? This way you can have unique layers for title screens and such, then for levels you can import layers from the first level. Adding or modifying a layer on all of them would still be a problem though..

    Or maybe a new layout property to share layers with other layouts with that enabled. You can then disable it for unique layers or properties.

  • +1 Some way to share layers between layouts has been requested a dozen times and is definitely something we need.

  • +1. Selecting already-placed tiles is often requested as well.

  • Oooh ok. Sorry for jumping the gun on that one ^^; Looking forward to the next release then!

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  • I'm just assuming this is everything because there have been 3 releases since that thread. If there are plans to continue with these features then yeah the rendering cells are pretty useful. I personally will be modifying the tilemaps at runtime so I'd still create/destroy them as needed, but they will be good for static backdrops.

    The initial load has crossed my mind. All I can think of is a layout option like "Don't create objects at start of layout" and we can do it ourselves with zones. Maybe it ignores global layers or objects w/ persist behavior or something for HUD elements, player, etc.

  • Ashley recently optimized the destroying of objects specifically for this. Loading on the other hand might cause a slight hiccup if your zones are huge but, as you said, lazying loading can fix that or the dev can put in some sort of transition.

    The creation & destruction of objects is necessary to "reset" them when re-entering a room or zone, and making sure that nothing is going on outside of the current room or zone. What better way than just destroying them and calling them back when needed? Instead we got this new action that doesn't really apply here...

    Layer zone isn't a bad idea either but you'd then have to specify the object types for each layer so that's a no-go.

  • Ashley To my knowledge, Rendering Cells & the new system action "Reset persisted objects" were to address the issues brought up in this thread.

    However, I fail to see how they do so. The consensus was to add a single new action, something like "Reload Layout Zone (x1,y2,x2,y2)" with a button to specify which object types in that zone would be reloaded. This would allow us to dynamically load & destroy portions of a layout, which would be ideal for metroidvanias & open-world type games such as Zelda.

    What I don't get is how "Reset persisted objects" is supposed to solve this, since it only works when you exit and re-enter a layout.

    The rendering cells were also surprising because, with the above solution, "far off cells" wouldn't even exist outside of memory. Instead, the "cells" would be loaded & unloaded as you progress based on distance to the player (or however the dev wants), which would result in a lower average CPU/GPU usage. I suppose they are currently beneficial to GTA-style sandbox games where you have one continual seamless area with no resetting, but that's about it.

    Is there something I'm missing? Is the "Reload Layout Zone" action still on the horizon?

  • While we're on the subject...what about making tilemaps center-oriented? Right now you can't resize them without screwing up your tiles :T

  • I'll probably get shot for saying it, but...Multimedia Fusion 2 / Fusion 2.5. Unlike Construct, Game Maker, Stencyl, etc. it's geared towards game AND application development, and is surprisingly powerful in that regard.

  • The fog just looks like a transparent image, maybe with an additive blend. Weather particles are the same for top-down games as they are in platformers; only difference is they get destroyed/reset their position based on a random y coordinate instead of the bottom of the screen.

  • jayderyu You mention being able to loop through the gamepads to retrieve the gamepad index when a button is pressed. Can you elaborate? I tried a for loop every tick with loopindex as the gamepad index but it didn't work. Maybe I missed something. Anyhow, I 'd definitely prefer to do this than have a set of input events for each gamepad...that will be a major pain in the *** with complex player mechanics.

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Tokinsom

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