JoyfulDreamer's Recent Forum Activity

  • Nope, sorry, tried it. The WAV files are not removed. Besides, in cases where there may be files being backed up, slowing down the save time that others are not aware of, having an easy way to locate the project folder from the IDE really helps (I found this to be invaluable in Visual Studio).

  • Oh ok, I'll try that. :)

  • Then I can update my 3D game example in the arcade. LOL. ;)

  • I'd like to see an option to view the folder contents. When I remove content, such as the wav files, I see they are not removed from the disk, so I have to manually find them. It should be easy to add an option to open explorer to the file's location, thanks. ;)

    (also, it would be helpful to add an option to prevent importing wavs into my project from my repository of wav sounds I already have - I don't need to save them with my project! This also speeds up save time.)

  • If C2 at least supported texture mapping polygons, or at the very least, reshaping texture squares into polygonal shapes, you could at least pull off some cool effects - not sure the limitations of that on canvas, but it would be cool. ;)

  • Thanks Vanz. ;)

    If anyone needs a loop made from one or a slice of one just let me know which and where.

  • Thanks. :) What kind if game is it?

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  • Actually this started out as a request, which turned into a bug. LOL. ;) np

  • procrastinator

    Makes sense. I think for non-grid games, it's still more efficient to create all the objects through events, and just let C2 handle it.

    But say we want something to not spawn until the player gets to a certain area. Would the best way to handle this just be make an invisible sprite across the area and trigger the objects once the player overlaps?

    Just use the distance equation in C2, or simple math to determine the players zone area.

  • Oh, forget about the array part, my mistake, but the rest is valid.

  • I'm not even sure zones are necessary. Unless zones are desired, one big array would work just as well. For a massive world, I would simply keep a cache of created objects for each object type (i.e. never destroy objects), then hide/show them on screen screen as they are needed. If more of a single object type needs to be on screen, it's only then you actually create another sprite. Even a zone itself might have more objects than will actually show on screen.

  • I have a request to perhaps put a "click to play" graphic up or something, because when I visit the comments on my smartphone, it tries to load the game, and everything slows down to a crawl. As well, it's a little annoying to go there to read comments, and have the game loading and playing on me! ;)

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JoyfulDreamer

Member since 21 Nov, 2012

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