RedLetterStudio's Recent Forum Activity

  • Does AI object have both platformer behavior and physics behavior enabled at the same time?

  • scirra.com/forum/viewtopic.php

    I had the same problem.

    Hey, it's been a while since this topic was discussed. Did you find a solution to the problem. I fixed the issue in my project. I found that the 9-patch on my layer that had the Seams to "overlay" caused the issue. I hope this helps.

    This issue persisted with me through the life of my project. I was disabling force own texture as a way to work around it, but it was never 100% perfect. I had been recently working on my inventory and noticed that when I was copy and pasting multiple 9-patches in rows and columns, the objects would look as if they were on a different layer x.+400, y.+400 offset. Knowing where the actual object really was, I continued creating my inventory menu. Messing with transparency, I noticed that the seams needed switching. After the first two 9-patches next to each other were set to "Exact" seams, they were no longer offset in a different spot. Repeat for (loop) each 9 patch and it's been working flawless. The objects in close proximity to the 9 patches were no longer skewed.

  • I have C2 and it doesn't remember. I have to reselect what is being watched.

  • Hi

    Thanks for your reply but i don't want this i want exactly like this : http://showcase.codethislab.com/games/hero_jump/

    Where background will go up and down with the hero and 3rd background should be infinite scroll.

    They have posted what you need. A little fine tuning should get your desired results.

  • >

    > That is what I was thinking. Some would spend countless hours getting rid of families to find no performance change. Some things you can't do easily without families.

    >

    Although this doesn't take hours to test. For families it's as simple as editing the family and removing or replacing the family members with a low count sprite. If you don't notice any significant performance increase, no need to worry.

    Exactly!

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  • I am worried the consequence of this thread is people telling each other "don't use families", which would be poor advice. As ever the most critical thing in performance is to make measurements. The only reason you should ever remove a family is if doing show measurably increases performance enough to warrant the increased complexity of events. It's also possible that you have thousands of instances in a family, but you run so many events on them that the overhead of the family is negligible; in this case removing the family doesn't bring any meaningful performance improvement but still causes people's events to get much more complicated and difficult to maintain.

    This is by far the most important point and the tutorial doesn't mention it. It instead says things like "families is something that you should be using quite sparsely". There is no reason to use them sparsely, if they don't measurably impact performance. Not everyone has 10,000 instances in a layout. This kind of advice could end up making beginners needlessly avoid useful features and end up making their events far messier.

    That is what I was thinking. Some would spend countless hours getting rid of families to find no performance change. Some things you can't do easily without families.

  • You mean in runtime? Pretty sure it's impossible.

    Could you tell why do you need to dynamically create layouts? If this is for procedural map/level generation, there are plenty other ways to do this, check the FAQ and tutorials:

    how-do-i-frequently-asked-questions_t63692

    https://www.scirra.com/tutorials/all

    Yeah well I didn't think so but I didn't think it would hurt to ask. I wasn't asking how to get procedural generation done. I was just seeing if my question was possible.

  • Is it possible to dynamically create new layouts in-game?

    Can we duplicate a layout in-game and then rename it?

  • Try "picking" the sprite you want to change in the "condition" of the event that makes changes to instance variables.

    Some tasks take time to complete. Just ask yourself if you want to develop something fast, or something of quality.

  • Well if that is true, Im glad I stopped making my mobile game.

  • Working on Dungeon generation and map menu.

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RedLetterStudio

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