I would recommend to add a "ZOrder Is on-screen" condition.
It helps greatly with performance and has no disadvantages as long as it's only a visual thing and not part of the collision system, like in the later tutorials of this course.
Awesome effect, thank you.
Thanks for the update. The new default tileset is very cute :3
Thank you, the Framerate mode will be a very useful tool.
Probability tables are a great feature.
Before the advanced random plugin you would probably have done something like choose( "A", "B", "B", "C", "C", "C", "C" ) for the 1xA, 2xB and 4xC example. Now imagine doing that for 10xA, 20xB and 40xC :P
Great tutorial more people need to know about this feature.
I think the UI demonstrated at the bottom of this page https://www.redblobgames.com/grids/edges/ would be a good solution to make it possible to draw all the combinations possible with the 47 tiles brush.
Love the addition of auto-tiling.
I like the interface especially that you can create multiple auto-tile brushes within the same tilemap and that you can create variety by picking different tiles with probabilities, even though i don't think this is actually working right now?!
A problem I found with the auto-tiling brush is that it only considers edges and not corners, so while it is great that we can use bitwise tilesets with 16 tiles and blob tilesets with 47 tiles we can't actually draw all combinations possible with the 47 blob tileset https://cdn.discordapp.com/attachments/216399185337909268/635857945715933203/2019-10-21_17-09-27.gif
Are there plans to make these auto-tile brushes usable on runtime via code?
It's definitely a good start to a long awaited feature, can't wait to have it available in the next stable release
Thank you for fixing the Drawing canvas animation frame issue.
I understand the intention behind selling the js feature at additional cost much better now, thanks for the explanation.
Nice, gonna check that out right away
Great blog post.
Something that would be very useful in my opinion is some kind of list telling us which are the most and less expensive construct Standard shaders.
It's probably not possible to say that 100% accurate, but after reading this blog I know now that the HSL effect is one of the less expensive ones which is very good to know.
It would be great to have a rough idea about that for all the effect.
Btw if someone wants to check it out here is a link with attached level data t.co/PYNRzRYAwI
If you click the link and look in your browsers adress bar you'll see something like this
https://nativepixels[dot]itch[dot]io/super-pinball-maker?ver001_M4FwpmA2DGCGDWYg_AwOgjMCsBsIExmq... etc, i couldn't post the full link because its too long :(
the "?ver001_" is the version indicator and what i'm looking for in my code to know if someone is coming from a link with an attached level or not.
The long gibberish after that is the entire level in encrypted form.
If you'd go to the same page without the gibberish ( nativepixels.itch.io/super-pinball-maker ) then the game would start with an empty default level and you can press M for menu to create your own level, have fun :)
Great blog post and thanks for the shout-out <3 ... I did however encrypt my data as well :P
Welcome Phill .o/
Very interesting and insightful blog post.
Member since 29 Apr, 2013