Prominent's Recent Forum Activity

  • Thanks, but that still doesn't seem to work, R0J0hound . The array still shows as empty. I'm not sure why.

  • hm.. not sure what 'm doing wrong, R0J0hound

    It shows the array as empty in console.

    	behtypeProto.onCreate = function()
    	{
    		this.mapList = [];
    		
    	};
    
    	behinstProto.onCreate = function()
    	{
    		this.type.mapList.push(this);
    	};
    	
    	behinstProto.onDestroy = function ()
    	{
    		cr.arrayFindRemove(this.type.mapList, this);
    	};
    	[/code:dacqive9]
  • ah cool, that makes sense. I'll try that.

  • Say I have a number of tilemaps with the same behavior.

    I want to be able to call an action from the behavior on one tilemap that will check all the other tilemap's tile data.

    Is this sort of thing possible? How do I access those other objects in the behavior?

  • Okay,

    I changed my behavior to rely on the actual cell/tile data instead of the tilemap_data value.

    So now I can retrieve the updated map.

    Can't rely on the tilemap_data because that never gets updated after creation.

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  • hm.. I just tried adding a Wait 1.0, and it still doesn't update the tilemap_data

    My behavior reads the this.inst.tilemap_data

    Based on that, it alters it and then returns a jsonString that can then be loaded back into the tilemap.

    so, if I edit the tilemap via construct2 events beforehand, the this.inst.tilemap_data is never updated.

  • I have some events that set the tiles in a tilemap, then I have a behavior that modifies the tilemap, however it doesn't appear to have its tilemap_data property updated after the first events set tiles in the map.

    Is there a way to force the tilemap_data to be updated before I run the behavior code?

  • Problem Description

    The debugger Step button remains disabled when the projects property 'pause on unfocus' is set to yes.

    Attach a Capx

    https://1drv.ms/u/s!AhHSZHEulqh_gXCMm5QzAbzEmF7U

    Description of Capx

    project property 'pause on unfocus' is set to yes.

    Steps to Reproduce Bug

    • run in debug mode
    • pause game
    • try to step

    Observed Result

    can't step the game

    Expected Result

    should be able to step the game.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    vista sp2

    Construct 2 Version ID

    r233

  • configuration settings:

    sampling: point/linear (point will keep pixels crisp, linear will blend the pixels)

  • Cool, I guess I will try this method then.

    If I run into any issues, I'll post them here.

  • I'm trying to figure a good way to design my levels. I was considering using lots of tilemaps, that don't fill the entire layout, and overlay each other.

    It seems like pasting all these to a paster object at beginning (then deleting the tilemaps) would improve performance, since the paster only requires one draw versus the many tilemaps with numerous draw calls.

    Is my thinking correct, in that using a single paster object would benefit rendering in this case?

    edit: also, does it render the whole paster object even if it only shows a portion on screen? Perhaps it wouldn't help performance?

    edit: "GPUs are also well-designed enough to only process the on-screen parts of an object that appears partially off-screen. So literally nothing outside the window area is ever rendered by the GPU."

    So I guess it only renders what is visible.

  • If I use a bunch of small tilemaps that overlap each other, I'm guessing it will render slower than using one larger tilemap? I assume each tile will get rendered even if it is completely behind/occluded from another?

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Prominent

Member since 28 Apr, 2012

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