rovacado's Recent Forum Activity

  • For tilemap you have to use layers,but if you can convert the things you want to zorder to objects go ahead and look at my profile to find my z-order post,there are many references there you can use (on my phone or I'd direct link you)

  • You can zorder a tilemap just like any Sprite.

    (Keep in mind as far as I know you can't zorder individual tiles on a tilemap object,however. And that's where using layers would come in. You could have for instance the bottom on the tree on one layer,then the player as another layer,and finally the top of the tree as a 3ed layer)

    you may want to turn certain objects in your tilemap into a Sprite and set the bounding boxes appropriately so that you can zorder them properly

  • I had started a similar thread here that you may find useful.

    If you don't need to dynamicly change the zordering though,I'd say just using layers smartly would do just fine.

  • In chromes menu there is an option to send a shotcut to your desktop,and have C3 run in its own window with no tabs or anything. This makes it feel much more like a native program.

  • You can cancel your subscription and will still be able to access C3 for a long as you have it paid up for. For instance. I have paid for a year,then cancelled my subscription but am still able to use the full version of C3 until that year I paid for is up. Then I can just decide in a year if I want to reactivate my subscription. If I don't,then no surprise charges,and I just revert to a free license.

  • i love using rex z-order plugin:

    http://c2rexplugins.weebly.com/rex_zsorter.html

    Unfortunately I dont know if that plugin would work, considering im on C3 and not C2. I also just enjoy figuring out how to do things without plugins and just using pure event sheets. that plugin did pop up in more than a few threads though!

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  • thanks lennaert dont know why i didn't think of using x based seconds to do that computation. the exact method you posted certainly helped, though I had to change it a bit for my use case. I ended up going with

    + System: Every 0.1 seconds

    + Zorder: Is on-screen

    ----+ System: Pick Zorder where Zorder.?Y > PlayerController.?Y

    ----+ System: For each Zorder order by Zorder.?Y ascending

    -----> Zorder: Move in front PlayerAnim

    ----+ System: Else

    ----+ System: Pick Zorder where Zorder.?Y < PlayerController.?Y

    ----+ System: For each Zorder order by Zorder.?Y ascending

    -----> Zorder: Move behind PlayerAnim

    to achieve my desired effect:

    I cant just move everything to the top layer, as it messes up when the player would walk in front of the objects, but your advice on the 0.1 seconds timer as well as using on-screen instead of is visible, and also along with using a for each ordered bought CPU usage down to a much better 2%. Im sure that it will scale much better on things like overworld maps as well.

  • This is less of a "How do I" and more of a "can I do this more optimized?"

    I have a fairly simple event setup for dynamic z ordering using Y pos on a family of objects:

    + System: Every tick

    ----+ Zorder: Is visible

    ----+ System: For each Zorder

    ----+ System: Pick Zorder where Zorder.?Y > PlayerController.?Y

    -----> Zorder: Move in front PlayerAnim

    ----+ System: Else

    ----+ Zorder: Is visible

    ----+ System: For each Zorder

    ----+ System: Pick Zorder where Zorder.?Y < PlayerController.?Y

    -----> Zorder: Move behind PlayerAnim

    This works well for my needs, and it handles it fairly well, i think. 67 sprites (all animated braziers) settles at around 5% CPU usage while walking up and down the layout constantly.

    What I'm wondering is if anyone has done, or knows of something, more efficient CPU wise to do this? or is this about as clean as it can get?

    quickedit. realized the pick should be before the loop. swapped them around, and its to about 4% now, which is nice, but main question still stands, thanks!

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rovacado

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