aridale's Recent Forum Activity

  • it would be nice for fine tuning but Id rather have grid snap

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  • error on load from url c2runtime.js:8577

    Its an easy fix. That line is missing _ after curFrame

  • yeah thats a different version without all the images that caused the problem. Its laggy like that on purpose to make it like the old TSR Goldbox games. If your talkin about the movement and turning anyway...

  • yeah the problem with that is that I dunno if I can enable that, or how, or if my paid host even allows it. Theres no hotlinking protection enabled on the images but the local preview still wont load em so I guess its a cross domain thing

  • It could work I guess if I limit it to maybe 10-12 textures per map the only problem with it is you cant test it locally then cause of cross domain requests =/

  • R0J0hound you mean to store each frame online and load image from url it? I dunno how thatd work you cant load an image into a specific frame of an animation can you?

  • the problem isnt the pseudo 3d that works fine. If I delete alot or all the images that led me to make this thread it works perfectly and loads almost instantly. And like I said the layout isnt even using any of those.

    so its bound to be in the loading process somewhere thats causing the issue. The more images I delete the faster it tries to load until eventually (around 40 or so out of 168) it works normally.

    Im not disputing the fact that this is not the best way to handle this sort of thing but its the only way c2 can currently handle it thats why I made this thread its also why I suggested the load image from url as sprite sheet option.

    With it anyone (not just me with this crazy engine) could load animations at runtime and ONLY LOAD the ones needed for the current layout. Not try to load 168 animations with 56 frames that arent even used...

    EDIT: I forgot that the capx I posted doesnt even include the rendering of the pseudo 3d I deleted that event sheet before I shared it. All it includes is the creation of the walls used to render the 3d of which none are created so its not even set active because theres 0 walls to create in that capx.

    So what you see in that capx if it loads is a blank screen with a blank map. But you wont see that cause it never loads the preview

  • the main advantage would be so everything runs at the same speed regardless of device... which is the entire point of delta time. If you use dt in all your calculations everything will run the same regardless of framerate.

    It can be done but like ashley said theres no point since you can use dt instead of fps throttling

  • your goin about it backwards. You dont loop thru the array to assign the UIDs you loop thru the objects to assign the UIDs

    theres no loopindex for "for each" so make a local var and in the for each add 1 to it AFTER you assign the UID to the array.

    for each "object" -> Set Value At "count var" to object.UID

    Add 1 to "count var".

    Now your array will contain the UIDs. You can also dynamically size the array to the number of objects but it has to be done before you start assigning values to the array

  • no those lines are in the exported texture sheet from c2 its not that. It looks like it defaults to add x padding between frames

    Heres the exported sheet right here you can clearly see the gaps between each frame. If it was the sampling itd happen even in preview. It doesnt

    <img src="https://dl.dropbox.com/u/53012532/ImageExportIssueExample/images/sprite2-sheet0.png" border="0" />

  • this capx should be enough to see whats goin on Ashley

    capx

  • so can you tell me why its not workin? Is there some kinda limit internally that would stop it from even loadin? Like I said the exported version only has 6 images for all of those animations from where it made the automatic sheets. How come it doesnt load?

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aridale

Member since 7 Dec, 2011

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