newt's Forum Posts

  • Perhaps if we had the option to get the layout, or just the viewport...?

    As you can imagine a layout of just 1024x1024 with 16X16 tiles would get you thousands of objects. Even without collision detection that is guaranteed to go slow.

    Creating a mask, and destroying the tiles that are for visual purposes solves all of those woes.

    Im actually using Rojo's canvas now, however a large canvas kills performance when in webgl.

  • Was just playing with the canvas snapshot, and found that it only grabs the viewport.

    The request would be to grab the whole layout.

    You could, for example create a mask of a bunch of tiles, then delete those tiles, and then load the snapshot into a sprite via load by url.

    It would be quite useful if say you had hundreds of tiles that eat up fps.

  • I was going to check and see where Santa was on Google maps, but it seems the plug is borked on the latest C2.

  • I'll just leave this here.

  • I don't see where you had it picking them randomly in the initial code.

  • Um, how about taking out the for each?

    You don't need it here as the variable comparison picks those instances.

    Also you dont need to use a global in a string if you just concatenate the animation name with the random number. "idle"&int(random(3))

  • Ok wasn't sure what was included in usc-2 little endian, or not included in the plug.

    Google didn't yield much as far as that goes, and I didn't think testing using the standard characters would be a good idea, as they all would work until they didn't.

  • Just curious, is there a character that is safe to use as a token if I were to use this in conjunction with tokenAt(,)?

  • Yeah, glad you're ok. Getting nailed by a tree is a terrible way to go.

    Also the apocalypse has come, its just going really really really really really really really really slow.

  • So what you're asking for is the ability to use expressions in the objects parameters, rather than having to assign them at run time?

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  • That won't solve anything as far as asset management goes.

    Then again loading textures on the fly won't help either.

    Eventually we are going to need to be able to create objects without a set number of frames, and be able to dispose of those images as needed.

    Webgl helps a bit, but its not a solution for mobiles.

  • The lol is from the fact that there are more ways to export than those shown on the front page, and I couldn't even show all the different options. No one is making fun of anyone here.

    As to what I have published, the answer is nonya.

    However I enjoy the mechanics development much more than the game dev.

    As to poor performance on other systems, perhaps you should post to the forums. It may well be just a matter of your own mechanics there.

    My own is actually pretty good, but as stated before it depends on the type of game sometimes.

    Also, hope you like the blog, I really need to pay it more attention.

  • Dt in C2 refers to the system expression for delta time, or the time since the last tick.

    It's used here as a sort of constant to make sure it behaves the same across different systems.

  • Lol I can't even capture all the platform options.

    And he's not near finished with those. Soon there should be Boot to Geko, and I imagine Node for desktop as well.

    Complain all you want, but consider the fact that you not only need a license from Apple to publish to Ios, but approval as well.

    <img src="https://dl.dropbox.com/u/666516/platforms.png" border="0" />

  • C2 uses a modular export system, so there is no doubt, in my mind, that there will be an exporter to those native systems.... someday.

    Remember there is only one person working on this, and Ashley has stated he will not work on that part till he is satisfied with the Html5 portion.

    In fact all current methods of publishing are html5 based

    That's actually quite an achievement when you think about it.

    So, false advertising? Not really.

    Wishful thinking? Perhaps.

    Also, remember most browsers play these games. Even on mobiles.