corlenbelspar's Recent Forum Activity

  • Those are viable methods too if I understood correctly. Though they have drawbacks compared to what I did, I will definitely keep in mind your one method to load the tilemap data as a whole manually, because that would allow for more intricate animations than what I did. The method to load a new tilemap image also could be handy for an entire tilemap animating every tile at the same speed.

    Mine just basically gets rid of the need for an entire image for each frame of the tilemap so you won't have redundant repeats of the same graphic for tiles that are static. Also allows for different tiles to animate at different speeds. The downside is that the replace() expression could hypothetically conflict and seriously mess up the tilemap, displacing tiles and all kinds of nasty things you'd probably never want. lol

    Hopefully in the future Ashley makes it where we can do animation frames on a per-tile basis. Obviously it's not essential because we have three very feasible work arounds to animating tiles despite C3 has no built in tile animation. Just would streamline the process and probably require less processing than what we're doing. I see he did things like being able to turn off tile collisions. Also would be cool if he added some functionality like Tiled has, such as tile properties, so we can do some really complex stuff just with the tilemap alone without needing separate objects like detectors.

  • Is there a way I could hypothetically cause my game to skip ahead in one frame as if the time scale was set to something like 100, but things such as the platformer behavior progress as if they were still at a time scale of 1? If I just set the time scale to 100, things happen like the platformer outright goes through objects due to how time scale works, so I know I can't just set it to 100 in this scenario and call it good. Any work arounds?

  • This is what my function looks like. It's somewhat hard to parse visually due to how tilemap data is stored so it will replace the specified tile right, but it is way better than the for loop method as said even with it replacing every single instance in the whole tilemap.

  • Just looking to get a discussion going so maybe I find out better ideas than what I did.

    Currently I just made a function with a target tile and new tile parameter with the tile ID numbers respectively that changes them with a replace() expression on the tilemap as a JSON string. It's definitely waaaaaay less intensive than using a for loop to check even just every tile on screen. Then I use the timer behavior and internal numeric variables to control individual tile anims.

  • Preferably through a base64 string, if possible. I suppose loading it into memory via the audio object wouldn't be relevant to this if the base64 string is stored in something such as a dictionary object.

  • lol I just tried in the Chrome app version of C3 to put in "https://s1.construct.net/images/v721/r/global/construct-3-logo_v43.png" to an image on this website that Construct 3 is built into and that doesn't even work. I'm only able to get it to do anything if I import an image into the project files folder and just put its name in, but given the default URI entry starts with "http://" I assume you're supposed to be able to actually use it like it isn't working at all for me no matter what I've tried.

  • I want to specifically make it load an image from a file on the computer for a tilemap, but I've put in 3 different actual URLs to images online trying to test it out as the action is literally named to work, such as "https://www.plogue.com/images/tas_de_cassettes_5463.jpg", and nothing happens. I've heard it can be used to load files on the computer as well, but that's not going to happen if I can't even get it to load uploaded images.

  • I have my ideas, but maybe someone knows a way better than I thought up. The concept is pretty simple. I want to make a folder in my game's root folder to put spritesheets or folders for a collection of sprites each into, and during runtime it loads these into a sprite object so as to implement a thing such as a custom character in my game for players.

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  • I'm trying to use the nwJS C3 to work on my stuff. Maybe I'll have better luck with the browser version? I didn't think to try it. I honestly don't care what it works in as long as it works.

    EDIT: Seems to work fine in the Chrome app. Desktop C3 must need some tweaking then.

  • Guess I'll just have to only use it online since not being able to preview offline kinda makes the whole thing unusable. It works fine offline until I try to preview, then nothing.

    I'll be having to find another thing such as Unity though when my projects in it are all done because I don't feel like paying a subscription for something where I may not have reliable access to the internet which then makes it not work at all.

    This kinda makes me sad because C3 is actually a really great thing, but oh well I guess.

  • If it works offline with previews, then why is the console giving this error when I try to run one?

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corlenbelspar

Member since 14 Aug, 2013

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