newt's Forum Posts

  • That's a bit different, like a binary sorting tree.

    aka a rOjO special

  • Nice work. Quick and no stutter.

    Really wish we had some way to reference same objects in collisions.

    Other than the family trick, and global swapping that is.

    Repicking is just too slow.

  • Seems like its just not fleshed out as one of the newer behaviors.

    A feature request would be a good idea.

  • dropbox.com/s/m8v563ldb1skb9m/autoOverlap.c3p

    Probably use a movement behavior to avoid the jitter.

  • Ok I guess I was thinking of one host working as an authoritative server with many many rooms.

  • With Construct 3 multiplayer there can be 500 maybe.

    Coincidentally a turn based game could be made with just Firebase.

  • Make sure you have the latest version of Easystar that works with js modules.

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  • Yes, using the Html Element with some CSS.

  • No idea how much memory a mesh takes up. Points are the main factor there.

    These are all just minor variations that don't really matter in the use case.

    And we haven't even talked about Tiled Background, or 9panel.

  • Possible?

    Yes.

    Viable?

    Nope.

    Per pixel comparisons are really slow, so unless the sample rate is really low it won't be useful.

  • Thanks Ashley for the clarification.

    Also, it seems that when scaling up a small square sprite (if its just a solid square) there is absolutely no degradation in quality or blurring of the sprite. Additionally, I can even make simple (and big) shapes from it using the mesh feature which all have crisp edges even when using a tiny image.

    So win win.

    That's a corner case(literally?), and mesh is essentially the same as vector.

    Blurring happens when you have a texture with detail. If you round the corners on your square for example.

    Note if you switch the sampling to nearest and you're using pixel art most of the artwork will also scale infinity.

    ... as long as its square. If you change its angle to anything besides 90° artifacts will appear.

  • A 32x32 sprite will be fuzzy when upscaled to a third of the screen.

    SVG can be scaled infinitely with no degradation as I said before.

    Generally speaking you can only upscale a raster image to 2 to 3 times its original size before it gets too blurry. It depends on the detail in the image.

  • Everything is a bitmap in the render.

  • newt

    Do you mean make a frame with the player and the mallet together?

    The problem there is, if the player runs into the object the player loses points.

    If the mallet hits the object that player gains points. If the player jumps over the object it's a draw.

    I need to keep the player and the mallet separate because of collisions.

    I was thinking of setting the 3D objects beside each other and keep it constant using every tick, but it's a mobile game and every tick can slow things down so I haven't tried that yet. I was hoping for an alternative for an every tick.

    There are no 3d collisions. You would make two 2d hitboxes. That's the only place you can pin things.

  • A third of the screen is a third of the screen as far as memory goes. The only difference is you can scale SVG to any size with no degradation.

    So in this case with no other requirements a vector will be the better solution.