tarek2's Recent Forum Activity

  • [quote:31ijvx8s]The drawcalls will be the same. Each sprites needs a drawcall, each tile also does. This also means it´s not recommended to have single objects span over multiple tiles, because each tile will be rendered individually. So an entire tree is better off beeing a sprite rather than 20 tiles in a tilemap. I think though there is more going on in regards to rendering. Also:

    Interesting, so if you have 4 different (Animation Tiles) to use on 400 Tiles is not a good idea to use the TileMap I guess, unless I'm not understanding well, I thought that I read in other threads that if the Tiles are the same it counts the draw call as 1 but still were a bit confusing to understand as the TileMaps have many different Tiles animations

    [quote:31ijvx8s]It also has some downsides though, that´s why I personally never really liked working with tilemaps. For example, you cannot animate tiles and I generally found it a bit cumbersome to work with for various reasons.

    I agree is a bit messy and hard to follow the events once the project starts to get big as they don't have the option to use variables and booleans

    [quote:31ijvx8s]It also depends on where you want to play the final product. For mobile it´s probably a better idea to use tilemaps because you wanna use that limited power well, on a PC you probably can get away with just using sprites, I don´t think you´d run into a bottleneck anytime soon on any reasonably modern machine.

    The project is for Mobile any tiny performance gain is much Welcome

    2

    [quote:31ijvx8s]Hard to say. If the game is entirely based on tiles, it´s probably a good idea to use a tilemap since it offers tools (like a drawing tool) that are not available with sprites. You have to keep the downsides in mind though. If you want to use animations in all your tiles except a few, you probably should just use sprites. I don´t think you can calculate it.

    I guess there is no an easy "Equation" to assess who will be much better suited for the Job which is why I opened this thread to find out, is strange I read most of the Threads on this topic and the Manuals c2/c3 many times but yet I always end up more confusing as it doesn't give any clear guide to be able to choose wisely, I will have to keep looking

    WackyToaster Thanks for your Time

  • Hello to all,

    I'm a beginner with construct 3 and I do not know how to compare multiple variables

    I explain

    I have a "function call" that passes a parameter that can be "yellow - blue green or red"

    In the function I have to test if the parameter passed to the function is" yellow - green - blue or red" and for each of these "colors" I have to increase a different global variable

    How can I do?

    Capx

    https://www.dropbox.com/s/is8zgiqmhdco96q/Compare%204%20variables.capx?dl=0

    If you cant open the capx here is Pic

    https://www.dropbox.com/s/c4h4vq5rlie65c8/Compare%204%20variables.png?dl=0

  • So I'm making a game where the player places a boulder in the river to cross it. The river is a solid tile map and I need a way of making only part of it passable without disabling the solid behaviour for the entire tile map. Is there a way of spawning a new object on top of the boulder that would act like a bridge over the tile map? This is for a college project so I need the answer quite soon. Thank you.

    Creating two TileMaps the same Size at the same coordinates one for the Graphics and the other one for the solids

    Have the river on the Graphics TileMap, and duplicate the same on the Solid TileMap but the solid TileMap will be invisible so when the Player is allowed to pass the River delete the "boulder" solid Tiles from the Solid TileMap that will make him able to pass the River,

    that can be one option

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  • I couldn't find any Up to date Blog talking about this, all the ones I found are quite old and I'm not sure if the content was useful related to this year.

    I have for a long Time a battle with my self (shall I use Sprite as Tile or a TileMap) as from the blogs that I found it wasn't really clear how it works the (draws calls) in those two cases and the differences between them that's why I decided to ask to clear up the mess I have in my brain and to be able to choose wisely depends on the type of Game that is been created.

    I'm gonna give an example so I can understand it better

    Let's say I need a total of 400 Tiles on the Map and for this, I have 4 different "Graphics" tiles that I need to use in the whole Map at the same time so it will be mixed between this 4 Tiles

    1-

    If I use Sprites Tiles = how many draws calls will it use?

    If I use TileMap = how many draws calls will it use?

    2-How do you calculate which is the best option (TileMap or SpriteTiles) to choose depends on the Type of Game you are creating.

    3-From this blog post, I quote from "INCREDIBLE TILEMAP PERFORMANCE"

    https://www.construct.net/gb/blogs/construct-official-blog-1/announcing-the-construct-3-runtime-904

    [quote:xiiuzp66]The C2 runtime has to switch texture every time it draws a different tile. This has quite a high performance overhead, especially if every tile is different.

    If I'm gonna need (400 Tiles) using 4 different "Graphics" Tiles,

    will creating one Tilemap for each "Graphics" Tile with a total of four TileMap be the best option here?

    each Tilemap using just one "Graphics" Tile or is there another way of doing it better?

    Thank you

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  • IGDev

    You have a problem with Picking

    You Pick only the slot that is overlapping which is the (Charger) but you don't overlap the Slot = (Battery)

    to fix this you can reset the picking, one simple way is to call a Function because it starts the picking from scratch

    https://www.dropbox.com/s/kbwp71crdi08c7o/BateryCharged.capx?dl=0

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  • Nice, I will be interested to Watch this tutorial

    [quote:11vml9wq]May I also suggest making a better English translation for future videos or hiring someone who can translate them into English.

    Even in that simple video it was difficult to understand you sometimes. If you are planning to release a paid Udemy course and teach more advanced stuff, you will need quality English translation.

    +1

    I Also second Doop2000 request, this is very important to follow every detail on the tutorial

  • [quote:1yvezj7h]@tarek2 As I mentioned to solve the problem is not only the code, but fix problems of objects that are poorly optimized. The webview it improves performance, but a code and the non-optimized objects have progressive processing increase and this webview alone does not solve, it only alleviates the problem. What has to be done is corrected the problems of optimization of the objects and code so that it does not have spikes of processes and loops and useless processes that spend processing. Which is easy to solve. If you designate objects and code (construct events) you basically eliminate evolutionary peaks that drop fps

    Ok ok I give up lol

    I just can understand how someone will optimize events if there are no events to optimize in this case, also the junk starts on the Wifi Preview is not even exported yet, webview it will make it only worse in this particular case.

    I think we talking two different things, so I will leave you with your thinking

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tarek2

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