alastair's Recent Forum Activity

  • Ok lets see if I can make this clearer.

    You've stated that there are 2 types of collision checking:

    1. Brute force.

    2. Cell optimized.

    If the debugger seperated those checks into 2 seperate counts then it would be easier to tell whether we need to alter our events because many of us use a lot of subevents (and you said that you may not have the cell optimized method if you don't use top level events).

  • Just thought it might be helpful if we could see how many brute force collision checks we're making because the new grid collision thing is ambiguous (regarding whether it's working or not with subevents etc.) it will help clear that up.

  • When people talk about seams, they mean the lines between 2 tiles/sprites. So if you have 2 images right next to each other in the editor, when playing the game you'll see a gap between them. This is why people should not be using the Tilemap object (unless you're making a game with the "pixelart" style).

  • Ya, making images 1 pixel wider/taller or making the coordinates overlapping is the obvious thing. The main issue is with tiledmap object for which there is no solution and thus can't be used for most projects.

  • Thanks for the further explanation Ashley, that might be useful to know in the manual entries too.

  • Steam

  • Pencil2D is the best and most straight forward traditional animation program.

    Otherwise I'd use Spriter, but I think it's more fun to make and watch hand drawn animation than turn it into a technical thing.

  • This wouldnt work as Ashley doesnt want to make tilemap seamless whichmeans it can only ever work with point sampling?

  • Stretching with no regard to scale/proportion is a sin.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Master the positioing of HUD stuff because desing for 1 resolution or using letterbox is a silly compromise to make when theres so many different types of screens.

  • Ah right, thanks for the response.

    Yeah saving/loading as JSON in the C2 editor would be just as good, since you can load that at runtime already, so dynamic custom levels would be really easy to make then!

  • Oh nice, didn't realeyes that the Paster had the ability to draw quads!

alastair's avatar

alastair

Early Adopter

Member since 14 Jul, 2007

Twitter
alastair has 5 followers

Connect with alastair

Trophy Case

  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • Regular Visitor Visited Construct.net 7 days in a row
  • Steady Visitor Visited Construct.net 30 days in a row
  • Enduring Visitor Visited Construct.net 90 days in a row
  • RTFM Read the fabulous manual
  • x2
    Quick Draw First 5 people to up-vote a new Construct 3 release
  • x7
    Great Comment One of your comments gets 3 upvotes
  • Email Verified

Progress

26/44
How to earn trophies