How would that be optimisation ?
And, up to you if you wanna dive into the swamp that comes with picking 2 instances of the same object and compare them
I did't debug this trough.
But, something like this ?
https://drive.google.com/open?id=0B1SSu ... FBKS0hsUlE
Just make 2 animations.
Play them when needed.
In your case, duplicate the animation, give it a different name, delete the frames that in each are not needed.
Just set the gravity to negative.
https://drive.google.com/open?id=0B1SSu ... zJsT05ISWs
From your description it could be this that you want.
https://drive.google.com/open?id=0B1SSu ... 0ZWRUVFRFk
Or this ?
https://drive.google.com/open?id=0B1SSu ... m1oeGIwMDA
I know there is a plugin to do this. Just cant remember its name.
What if you set the 'first layout' in the project settings ?
As R0J0hound allready said, check for collisions with the same type is for him confusing, for me it is just straight hell.
So far, i manage by converging to a solution where i at one point just pick from scratch.
I suppose that this is what you want to do.
https://www.dropbox.com/s/ajyndybswz3hb ... .capx?dl=0
But, mainly, you caught my attention since you mentioned 'procedural tile placement'.
I made an example once about that.
Something like this ? https://drive.google.com/open?id=0B1SSu ... 3luQjNrVzg
Something like this ?
https://drive.google.com/open?id=0B1SSu ... 3luQjNrVzg
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^^^ round(x) to round to nearest
Restricted.
More targets.
More turrets.
+ Obstacles.
https://www.dropbox.com/s/lquf2babrm7bq ... .capx?dl=0
Using Platform behaviour.
Set its Default Control property to No.
Use the Simulate Control action to script only the movements that you want. Need to add Keyboard plugin to the project.
With a tilemap based pathfinder ? I dont see it.
The new install method is not very nice. I keep a stable version and a beta version. The beta version has a lot more of plugins installed. It is a hassle to maintain.
Member since 12 Feb, 2016