oosyrag's Recent Forum Activity

  • Think of it as four less objects you can move every tick (thousands?) or check collisions with normally (hundreds?), in the worst case scenario. Best case you can limit the pool of objects involved in any given collision test (https://www.scirra.com/tutorials/902/li ... raycasting), so it literally does not make a difference at all.

  • You can have a lot of things moving every tick.

    Of course design for your platform, but CPU is rarely the bottleneck. As commonly suggested, don't waste your time. More specifically, keep an eye out for too many physics/collision tests, which are exponential in cpu cost, rather than object position updates.

  • You definitely don't want a huge sprite, as transparent pixels require rendering as well. 4 instances of a 1 px sprite would be the way to go, with negligible performance impact (especially if positioned just outside of the viewport).

  • The first thing that comes to mind would be to utilize 4 invisible helper line objects positioned at each viewport border.

  • Rather than setting the platform vector x, try just setting player position x.

  • From what I understand of your description, it sounds like families might be useful for you. Put all your sprite variations into one family, and have your events refer to the family.

  • Support for text manipulation is crap in C2. Best to use spritefont object instead.

  • Here is an example. https://www.dropbox.com/s/3yco9jmdthhad ... .capx?dl=0

    There are a ton of ways to go about doing this, you should try to be more specific or upload a capx of your own attempt first.

  • Got home, took a look at 99's capx and that is pretty much the technique I mentioned.

    Here is a bare bones version, using the tilemap object. https://www.dropbox.com/s/xz4dqd4ov8h0p ... .capx?dl=0

    Note that with your 9 tiles (10, if you include a blank one), you cannot properly utilize a bitwise tilemap, as you can see from the example. The minimum number of tiles is 16 - one for each configuration of adjacent spaces. You are missing the ones for when a tile has only one neighbor for each direction (4), and also when the neighbors are across from each other (2). Also, by utilizing half tiles you'll additionally have to account for interior corners (4), and diagonals (2). Those last 6 tiles are all variations of when a tile is bordered by 4 other tiles, so you'll need some more events to specify those as well.

  • http://www.saltgames.com/article/awareTiles/

    Here is a good description of the bitwise method. I can put together a sample later today probably.

  • Your capx seems to work exactly as your events describe. Can you try describing what you see vs what you expect to see again more clearly?

    Edit: I'm guessing this is an earlier version with only horizontal checking. Did you have a later version where you tried to check above and below each tile as well?

    (Also recommend going back and using tilemap rather than sprites. Bitwise neighbor aware tile selection is completely feasible using the tilemap object.

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oosyrag

Member since 20 Feb, 2013

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