tgeorgemihai's Recent Forum Activity

  • It was about time to refresh the hardware ... While the current 3DS hardware was enough for games, the fact that was much more weaker than a LowEnd smartphone should rise some question marks

  • The first round of Samsung Gear App Challenge and the results are in My little game has qualified for the next round.

    You can see my submission here at the bottom of the first page

    The game was a little rushed (due to submission date), so the graphics are simple, but the gameplay/mechanics are solid (tried to squash all the bugs)

    Launch the CookieMan

    You can try the game here (fixed size, not scalable) or here if you own a Samsung Galaxy Gear

    Thank you Scirra for this great game engine and the forum members that helped me learn and understand how to use Construct 2

  • Have you tried "Wait 0.01 seconds" ?

  • 1 Layout = 1 Level ... Simple

    When the player reaches the end of Level (or completes the Level) -> Go to another Layout/Level

  • Now that submissions are pubic, I will present my application for Samsung Gear App Challenge:

    Launch the CookieMan

    http://challengepost.com/software/launch-the-cookieman

    http://apps.samsung.com/venus/topApps/t ... 0000886465

    It was a little rushed, but overall is a nice game. I Hope I win the first round <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> ... my chances of winning are 1/5 <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

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  • The tilemap object internally breaks up tiles in to cells a bit like the collision cells optimisation, so it works on screen-sized chunks at a time instead of the whole thing. So the size of the tilemap should not affect performance.

    I understand, so the collisions in tilemap are calculated differently. That was the reason I asked about the examples in the first post (I've thought that less collisions points would be better)

    Also, using:

    or

    Would not have any difference except a few less Kb in file size.

    Thanks, I know about "Optimisation: don't waste your time", but I wanted to make sure I use the tilemaps correctly

  • Not sure, but can't the same thing be done using Function ? What is the advantage of "Wait for signal" and "Signal" actions ?

  • Identical tiles within the same rectangle are only drawn in one call (as long as the tilemap is setted for that, which is by default).

    So you are saying that if I use only one tile and rotate it, there would be only 1 draw call for it (instead of 4 draw calls for 4 tiles). Also, are draw calls used when the tilemap is invisible ?

    I personnaly remember doing once in a bubble bobble type of clone (never really gone too far yet into it) having different tilemaps (one graphical only with collisions off and one that used collisions but set to invisible), that would let you have a collision different than the graphics if you want it that way.

    That is what I am doing now since is a RPG map (like Pokemon/Zelda).

    Your proposed alternatives will probably not show up any significant performance difference. The way to check it is to see if you can measure any performance difference; if you can't, it doesn't matter.

    So the performance increase would be minimal to none ... I've thought that, but wanted to make sure. My maps will be from 2000x2000px to 3500x3500px with tiles of 72x72px.

  • I'm using the following tilemap to create my collisions for my layout/level:

    I've already read this, but I still have some questions... Which of the following methods is the best to use for detecting tilemap's collision (in term of optimisation/draw calls):

    Also, does it help to use only 1 tile and rotate it (instead of 4) ? ... That would reduce my tilemap from 25 tiles to 7 tiles.

  • HTML5 suport on PSP Vita is crappy at best ... So the answer is no (at least at the moment)

  • newt Naxos84 mrcgkh Magistross

    Thank you for your examples

  • How do I randomly go through all elements of a tilemap/array ? I'm trying to make a level's intro like

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    , so I will need to do the following:

    • select a random element
    • modify/change it
    • wait 0.2 seconds
    • go to next random element
    • repeat the above until i've gone through all the elements

    How can I do this using C2's events ?

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tgeorgemihai

Member since 3 Aug, 2013

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