DiegoM's Recent Forum Activity

  • Going to have to take a closer look on this one, because it doesn't look right at all.

    Thanks for the example project, it will be very useful to figure out what is going on.

  • The plugin hasn't received any changes in the loading process in over 2 years.

    Since initialization needs access to remote resources unexpected problems which we can't control can be introduced at any time.

    On top of that the plugin needs to do this on start up, so it can show the consent dialog for GDPR as soon as possible.

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  • This sounds like a subtle bug.

    The icon is supposed to be updated when you close the animations editor after making changes, when you change the initial animation or initial frame from the properties bar and when you undo/redo any of those changes.

    The best is to file a bug in our tracker, and make sure to include the reproduction steps.

  • You can see it for yourself by saving two different files, one with the property checked and another one unchecked.

    If you then open the TMX files with a text editor you'll be able to see they are different. C3 only understands the save format when the properly is unchecked.

  • I think checking the map property "Infinite" substantially alters the format in which the tile data is saved and C3 doesn't understand it.

  • I think this might have something to do with a browser extension.

    Try disabling them one at a time and export each time to see if any of them is the one causing the problem.

  • C3's support for TMX files was from before TSX files even existed. Before that, tileset information and tilemap information where all in the same TMX file.

    At one point it was brought up that some people were not able to load TMX files generated by the then latest version (can't remember the number now) of Tiled, and it was because TSX files were introduced and the new default was to generate separate files for maps and tilesets.

    I would need to check it to be sure because I haven't seen that part of the code in a while now, but I think that the importer checks the TMX file and if it finds tileset information in it, it uses that. If it doesn't, it needs it to be provided in a separate TSX file. That's why the tileset input is labelled as optional.

    I don't know exactly how it is in the latest version of Tiled, but last time I checked when you created a new tileset there was a check box named "Embed in map". When ticked all the tileset information is stored in the TMX file and if not it is separated to a TSX file.

    If you want to embed a tileset there is a button in the Tilesets pane to do that, I imagine that just pressing it will make it so that saving the tilemap will generate a new TMX with all the information.

    If you have an embeded tileset and want to remove it, there is a button to export the tileset into a TSX file, after exporting it you can use the option to replace an existing embeded tileset with the external one.

  • Try removing spaces from the executable name, I don't know if it will work but it's worth a try just to be sure.

  • Here is an idea, try keeping your current logic, so the enemies won't home in directly on the player, additionally continually measure the distance between the player and the enemy using the System distance expression.

    When the distance is close enough, you can start doing a different movement logic that looks more attack-like rather than slowly approaching the target.

    The first thing to look out for with this kind of issues is making sure the devices have an updated browser and updated graphics drivers.

    Old GPU drivers are the number one cause of weird graphical problems that seem to make no sense.

  • Can you share your project? This sounds like an oversight of timelines, but I would like to check what is it you are trying to do to be sure.

  • I see what the real question is now :P

    What you need to do is run the simulation of time passing when you enter each layout/scene.

    To do that the first thing is keep track of the time when you leave a scene so you can calculate the time difference when you enter it again later.

    If you know the last time you where in a given scene and the current time, you can tell how much time has passed.

    Assuming everything is in the same place and has the same state as before you left the scene, you need to be able to tell each object in the scene to do all the things it would have done in the time that passed.

    Taking from your example, if you left a scene at 30 seconds after the game started, and came back to it 60 seconds after the game started, that means that you need to figure out all the things that would have happened in those 30 seconds, and make those changes.

    For instance, and to keep things simple. If a hen were to reproduce every 5 seconds, in 30 seconds there would be 6 (30 / 5) more hens that spawned from the original hen. If the original hen should move randomly every 2 seconds, it would have moved a total of 15 (30 / 2) times.

    That only takes care of the first hen. The simulation should also take into account what happens to the new objects that would have appeared during the elapsed time and what would have happened to them.

    All of this is easier said than done. I suggest you start real small and then build from that.

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DiegoM

Member since 24 Apr, 2015

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