R0J0hound's Forum Posts

  • It's likely just an issue with the wait object. It's somewhat bugged and can give non-intuitive results.

  • It should have good fps. It's made by the same creators of www.rigsofrods.com/ which was playable for me on my low end pc.

    Here is there forum topic on it:

    http://www.rigsofrods.com/threads/91975-what-we-ve-been-working-on-recently

  • 1 and 2 end up being the same, a 128x128 image. Case 3 just makes the file size bigger.

    Using smaller graphics gives a negligible performance increase if any. Using bigger images just increases the download time for your game.

  • You can't directly apply a color filter on a sprite. There is a plugin that applies a color filter to a sprite's image.

    You can mix two sprites with the "source atop" effect:

    http://dl.dropbox.com/u/5426011/examples11/colorize.capx

    Another method would be to just have a silhouette sprite of a solid color always on top of the sprite you want to color.

  • would like to us this for revealing explored parts of an mini-map

    using the "source in" effect.

    Try pasting another object that has the source-in effect into canvas.

  • Click on the animation and set the animation speed to 0.

  • Here's an updated example:

    + variable height walls

    + walls at varying z locations

    + changed the line drawing for level design

    https://www.dropbox.com/s/u11iab8q7cf3n ... .capx?dl=1

    /examples11/raycast4.capx

    Note: You'll need the canvas object for this one.

    I get 4-10 fps on my rig.

    EDIT:

    found another reference for raycasting with a lot of diagrams:

    http://www.permadi.com/tutorial/raycast/index.html

    Could be useful.R0J0hound2012-05-28 22:42:43

  • I imagine it would kill the performance. Right now only the first wall hit per cast ray is used. It can be changed so that a order list of walls hit is used, which shouldn't affect performance too much.

    The bottleneck will be the rendering. Right now one sprite is used for each vertical slice. With half walls more than one sprite will be needed per slice. I thought of using only 1 sprite and pasting it many times to a canvas object for the drawing, but I'm not sure if that would improve performance.

  • For snapping to an iso grid first convert the mouse coordinates into isometric:

    isoX = MouseY + MouseX / 2

    isoY = MouseY - MouseX / 2

    But to snap to a grid you need to do math like this: round(n/32)*32

    isoX = round((MouseY + MouseX / 2) / 32 - 32) * 32

    isoY = round((MouseY - MouseX / 2) / 32) * 32

    Note: the -32 in bold to correct the hotspot being on the top left.

    Then convert back to regular coordinates:

    X = isoX - isoY

    Y = (isoX + isoY) /2

    aznmonkeyboy

    Changed my example a bit so that scrolling isn't faked. The tiles are just moved to the other side when they leave the screen. This should be as easy to work with as if all the tiles existed at once.

    http://dl.dropbox.com/u/5426011/examples11/tileScroll2.cap

    I'm still using sprites, it's just a preference. Sprites provide the luxury of hotspots so you can easily have different height tiles. TledBackgrounds have the advantage of rendering almost twice as fast as sprites, but I'm getting a constant 60 fps so it's fast enough.

  • ow can I constantly update my tile map while moving around?

    Here is a example of a 1000x1000 tile map displayed with 429 sprites.

    http://dl.dropbox.com/u/5426011/examples11/tileScroll.cap

    The sprites don't actually move only the tile they represent changes. Scrolling the layout a bit completes the illusion of scrolling over the tiles.

    Also, does anyone have a circle or polygonal loop circuit or function on hand?

    I don't understand this. Do you mean motion in a circle or along a polygon path? Please clarify.

    solar

    I don't have visual studio installed atm, so I can't tinker with the Texture Setter source right now. But it should be possible to get it to work with tiledBackgrounds, in fact I'm pretty sure I had it working at some point when I was making it.

  • The path is wrong.

    Instead of XML.StringValue("/tesult/text()")

    do XML.StringValue("/test")

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  • Not with the text object, but you could try the spritefont plugin if you want more control of the text appearance:

    http://www.scirra.com/forum/plugin-spritefont_topic45876.html

  • You can do it with two events using the compare x condition.

    Player X < Mouse.X

    ----- Player set mirrored

    Player X > Mouse.X

    ----- Player set not mirrored

  • 1d array = a spreadsheet with just 1 column but however many rows you want

    a 2d array = a spreadsheet with 2 columns and however many rows.

    a 3d array = a spreadsheet with 3 columns and however many rows.

    1d is correct but 2d and 3d are more like this:

    a 2d array = a spreadsheet with however many columns and however many rows.

    a 3d array = a spreadsheet with however many columns and however many rows and however many pages.

  • Looking at the code it just checks every pair of objects for a collision. It compares bbox first, then rotated box, and poly collisions last. When using behaviors such as 8-direction, the object is compared with every soild object. When using the "is overlapping" condition of sprites only the picked objects are used in the comparison, so you could do some sort of quadtree or spacial hash in events before using "is overlapping".