Alpro's Recent Forum Activity

  • mekonbekon

    Thanks for the example, simple enough.

    Some screens will use multiple tilesets and/or variants, so i guess i will go with one tilemap per variant per set. I can make a simple function that copies the data from one tilemap object to another, then destroy the original, should tiles need to be changed dynamically.

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  • Thanks for the answers.

    Yes, i'm considering having all the variants on the same tilemap and use index offsets as necessary. Speaking of this, if i have multiple tilesets, each with multiple variants, should i still go with a single large tilemap or use a tilemap for each set + all its variants?

    At least for now, the game will show 3x3 rooms on the screen and some of these may use a different tileset. I was thinking of using 9 small tilemaps, even when they all use the same tileset, but with a single large one this would not be needed.

    However, tilemaps with multiple tilesets means tiles not currently used are still in memory right? Not that this is a problem but you know, good programming habits... Less wasted memory if i go with one tilemap object for each tileset. I can always change them at runtime using JSON.

  • I'd like to have a few variants of a tileset using different colors. I could use the replace color effect on the tilemap object 6 times (since it only has 6 colors) but i'm wondering how much of an impact this would have on performance and/or memory. Would it be better to have several copies of the tileset, each colored differently instead?

  • Building a little something where skill icons use 3 images: a background, a large icon and a smaller one and they must be easily interchangeable. I need advice on which kind of object would be ideal for this. Sprites would certainly work well but seem like overkill. Perhaps tiled backgrounds? Tile maps? Canvases?

  • Thanks, i will experiment with this.

  • Can this be done without using gravity then? Like a formula to follow an arc from point A to point B, with a specific angle and flight time? There has to be a way...

  • Awesome example, mod speed mode is so close to what i need as the flight time seems to remain the same no matter how far away i click from the cannon. Changing the angle (to Mouse.Y-400 rather than -200, for example) alters the flight time, is there a way i can have fixed flight time regardless of the angle? I'd like to have 3 projectiles that have different angle but same flight time so they all hit the target at the same time.

  • Assures-toi que la vitesse d'animation pour le saut et la chute ne soient pas 0 et, si n�c�ssaire, se d�roulent en boucle. Assures-toi aussi que l'animation de ton personnage change en utilisant les �v�nement "on jump" et "on fall".

    Translation:

    Pixelcataklysm's problem is that his/her character's animation freezes on first frame when jumping or falling. I suggested making sure the animation speed is non-0 and, if needed, are looping. Also said he/she should make sure animations are properly changed via "on jump" and "on fall" events.

  • Kind of, you can add an object's UID into an array and later on pick that object by UID.

  • Oh that is great! And yep, this sounds like exactly what i need, thank you lucid.

  • tumira:

    Wouldn't that create very unsmooth animations? Pretty anims is one of the reasons to use Spriter in the first place. That is still better than nothing though. To tell the truth, i do not yet have a project, i'm only checking what options i have to do what i have in mind. Spriter wins over Canvas for now.

    It seems we forgot about the z-order problem, anyone know if it is caused by the spriter object, the family or the container? I don't think families have to do with it, it would make no sense, right?

  • Thanks for the replies guys. I've considered duplicating animations and replace images in Spriter. Not the best solution but it sounds like it is the only one we have for now. I'm not sure what character mapping is supposed to do, but if the C2 plugin is updated, i will get Spriter pro for sure. I might even get it anyway. So for now i'll follow jayderyu's suggestion *nicely requests lucid to get the C2 plugin character map going*

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Alpro

Member since 15 Jun, 2013

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