digitalsoapbox's Recent Forum Activity

  • KaMiZoTo:

    A majority of the sprites in my project don't need collision since they're part of the level artwork, so after they're created - and if they have no collision needs - I paste them into a Canvas and delete the original, as it's no longer needed. 19 layers of tiles get comped together down to 4 Canvas objects - it could go down to less, but I wanted some parallax movement & foreground/background layers. For objects with collision, I have a separate layer set up that handles all collision for static objects, and the sprites themselves receive collisions for things like exploding objects.

    The way I've got it implemented is a little specific to the type of game I'm making (see below), but if you have any pressing questions I'd be happy to answer them. Maybe send a PM so we don't hijack this thread, or start another elsewhere so everyone can benefit from any discussions.

    In map editor:

    <img src="http://site.digital-soapbox.com/temp/C2/map.jpg" border="0" />

    In game (alpha art & gameplay):

    <img src="http://site.digital-soapbox.com/temp/C2/ingame.jpg" border="0" />

  • If you're importing the video file into your project you don't need to use the file path, just the name of the file. Even if you have your files nice and organized in subdirectories, on export C2 tosses them all in the same place.

    So it would become:

    <video><source src="video.ogv" type="video/ogg"></video>

  • corlenbelspar

    That would be my suggestion. The Canvas plugin been a lifesaver in terms of keeping the framerate as fast as possible.

    Also, what kind of video card do you have? Some cards handle things better than others.

  • Look into turning off behaviors/functions for sprites that are off-screen, maybe?

    I've been able to keep my game locked at 60fps at 1920x1080 with over 400 enemies in 1 level, as well as over 20,000 sprite tiles to make up the level artwork that get copied into a few canvas objects, so they're not all separate objects for C2 to track. This is on a 6 or 7 year old machine I use for testing with only an nVidia GTX 460. The main way I was able to do that (other than prodigious use of the canvas plugin) was by disabling any functionality for everything off-screen, including turning off any particle systems/webgl effects.

    In fact, it actually runs FASTER when exported to an .exe through Node-Webkit; I only get between 45-55fps when testing in the browser, though it weirdly runs at a higher fps in-browser when full-screen and I'm at a loss as to why.

  • Same issue as of r147.

  • rexrainbow

    I managed to get my tmx map coming in (I just had to start a new map from scratch and it all seemed to behave properly after), but there still seems to be an error in rotating + mirroring a tile image.

    In the image below, you can see my tiles in Tiled (on the left), how they look when placed on a map (rotated 90dg, or pressing "Z" once) and mirrored horizontally ("X"). The image in the yellow box is how the tile rotation & mirroring shows up in C2.

    <img src="http://pixelmetal.com/temp/testschmup/tmx_error.jpg" border="0" />

    Rotation & mirror/flip seem to work fine separately, but they're not playing together very nicely.

  • Yep, that (sort of) worked - I'd tried doing it directly with a different .tmx and ended up with a blank screen. It's still only loading one layer of tiles, though the other layers are present in C2 (and named the same as in the .tmx).

    *EDIT: started new Tiled map, new one loads fine.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hmm, maybe I'm doing something wrong then.

    I've put the .capx here, if anyone has a moment to take a look and let me know what I'm doing wrong, that'd be extremely helpful. I've tried loading the .tmx w/ AJAX and replacing any instance of quotes with apostrophes after load using replace().

    dropbox.com/s/kg5a6jgixsxjgx3/test_schmup.capx

    Thanks!

  • rexrainbow

    Hey there! I'm trying to load an external TMX file (uncompressed Base64) using your plugin, but it doesn't seem to load anything; however, if I open the .tmx file in notepad and replace the quotation (") marks with an apostrophe (') and paste the data into the tmx string in C2, it loads the data just fine. I'm guessing the plugin is designed be able to load .tmx files through AJAX without manually having to modify the file to do so - is there something I'm doing wrong?

    Thanks in advance for any help you can provide.

digitalsoapbox's avatar

digitalsoapbox

Member since 21 Aug, 2013

None one is following digitalsoapbox yet!

Connect with digitalsoapbox

Trophy Case

  • 11-Year Club
  • Jupiter Mission Supports Gordon's mission to Jupiter
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Regular Visitor Visited Construct.net 7 days in a row
  • RTFM Read the fabulous manual
  • x3
    Great Comment One of your comments gets 3 upvotes
  • Email Verified

Progress

18/44
How to earn trophies