angstloch's Recent Forum Activity

  • Amazing game -- looks impressive in fullscreen! Lights n shadows create a perfect mood too. And the turkey thing was genius! XD

  • congrats mate -- you just made one beautiful game!

    I think the graphics are what give a cute appeal to this game

    Don't even think about changing them, great game!damn right

    *true: i dont know how to quote

  • yeah, well. still, you can put em on a family

    ...FOR A PRICE MUAHAHA

  • randomly thanks again for your interest mate!

    The problem is, i'd like to spawn a sprite every time an object collides with a particular id of tile. So it "should" be something like:

    Tilemap.TileToPositionX("Self Tile X")

    Tilemap.TileToPositionY("Self Tile Y"),

    but of course "self tile" is nonsense. So, could i request somehow the X,Y of the tile i just collided with?

    This is all an attempt, dunno yet if is gonna work, to enhance mobile performance for me game. I'm trying to replace a lot of "spawner sprites" that i have in the map (which is a big sandbox) with tiles from a tilemap, which i red it's lighter. I have this thread here where i wail and moan at long about my performance problems, there's also a link to the game in its current, mess of a state. Any opinions are most welcome, cos im quite jammed :/

  • randomly Humm. Yeah. No. What I actually need is to create a sprite over a tile, when said tile collides with another object. The problem I'm finding is how to request the position of the tile. Or so i think!

    Thanks for your answer! 8D

  • Not sure... what you mean, "truncate"? Like, keeping the same dialogue box size while the text kinda "overflows:hidden", dissapearing over the top? I think this is standard for text (now i do never use text, i prefer spritefonts), with Vertical Alignement: Bottom. If the textbox keeps growing, I guess you could also state the box dimensions whenever you append a new line (everytime the text changes, set the width and height again.

    Not sure if that was yr doubt tho...

    Note: use spritefonts! They behave better on phones, and look better anywhere, imo.

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  • How could i spawn a sprite from a tile, when (and where) this tile comes on screen?

    Something like create object at X = Tilemap.SnapX(???), Y = Tilemap.SnapY(???), where ??? equals to the position of the particular tile that's going into screen -- or, say, colliding with a proximity box...

  • hey, hey, this tilemap thing nearly makes sense (unlike all that array nonsense. christ i hate arrays). If i understood properly, and after severe simplification, the idea would be: instead of having a lot of "spawning sprites" (which would be checking collisions and hence slowing me game) i could use tiles from a tilemap, checked by tileID, to spawn my kegs and my orcs. This would sure reduce the object count dramatically. Still many rough edges to workout, but could do.

  • gladOS!

  • X=0.005...?

  • Im not even close to publish anything. But once i though that aside from boxes, chests and barrels, I'd put son tv's too. These TVs gives you an item if you see the ad. Ha. Well Im not sure it's even possible, dont know a thing about how adMobs works...

  • I'm aiming to create a one big sandbox level. And I'd like it to be mobile friendly, too.

    Any ideas, tutorials... opinions on feasibility?

    I'd been told of this method, of loading the level thru an array. I found some tutos, but they're too cryptic for my nooby brain. Can anybody explain me the basics (very basics) of this? Is it what I'm looking for?

    *By big i mean 25600x14400, with a screen window of 480x270. Here's a sample of what i'm trying to do. Its a very rough demo, will be destroyed in a few days. Still is mostly empty and undone, and already performance on phones is giving me the pains.

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angstloch

Member since 5 Mar, 2014

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