Oh yeah, the french always have such manly male names. </sarcasm>
What if the game is already published to the store?
https://www.scirra.com/blog/ashley/18/a ... asurements
OK, well that's different.
I think the question would be if that would have any impact on the performance of the object.
I expect it probably would, and the most feasible solution would be set angles of the texture in multiple tilemap objects.
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Wait, are we talking about just rotating the whole map, or the ability to rotate individual tiles?
What happens when you rotate a collision polygon?
Tiled denotes objects lined up together, next to each other, and not overlapping each other.
Well it's not tiled.
It would be a mapped texture.
Families have variables.
Yeah, it's a diferent object with angles, and really it would be a limited one compared to just using sprite frames.
How's it work against ad blockers?
I would suggest changing the name of tilemap if said changes were implemented.
Also, what happens when angled tiles overlap each other?
Are they clipped, or does one get drawn on top of another?
If so, how would it pick who goes on top?
Try line of sight.
Those aren't additional players. It's just data that's handled separately, and yes the server can handle it.
You'll figure that out as you do the tutorials.
1. I wouldn't worry about it until it becomes an issue.
2. Wat?