Roccinio's Recent Forum Activity

  • If objects have collisions "ON" but i do not have any event that checks for them ,does this add any overhead in any way to the engine?

    Lets say i have 500 instances of a background tree with collisions "on" but there is no interaction in the code with them whatsoever, does this add any unnecessary load to the cpu?

    thank you.

  • i am trying to disable collisions for some or for all png's that are included on each scml instance with no success.

    Even if i say "pick arm UID 100------ arm set collisions disabled " in the debugger the collision is still activated.

    is this a "bug" or i am doing something wrong?

    with the exception of my main character that i need some body parts collisions , i have made all the rest in game collisions to interact with the "dummy" background box of the scml characters.

    The scml animations are just eye candy so there is no need for me to have the png's collisions enabled but i cant seem to find a way to disable them.

    any suggestions?

    p.s i have tried with family's,on created,on initialized etc nothing seems to work.

    Now i have the object overhead with every instance AND collisions enabled for all those extra objects!

  • Thank you for taking the time to answer all of our questions.

    For me this situation is a very rare case of raising the bar so high that you fall victim of your own success!

    Once i've seen the quality of my animations running real time by using your plugin i just cant go back to PNG'S!

    For my coins to even remotely show that same silky smooth animation using png's i need to export about 160 of them.

    you have spoiled us so bad that for me personally i just cant go back!

    So take this as a huge compliment : once you go Spriter you never go back

    The idea of using separate objects is really smart and i use it for my main character to block or to attack.

    But on the same time adding so many objects if you only want to use scml files is troubling since there are quite few systems... that cannot handle the extra object load ,

    and as i explained earlier you lose so much quality using the traditional system that it is just heart breaking to see this happening.

    Is there a possibility to create 2 versions of scml files on import?

    one to include all the bells and whistles and one that just tweens and you only have control over its animations without it having the object overhead?

    Just an idea.i don't know if it makes any sense but i had to try!

    cheers

  • Oh yes! You must use the choose and then the numbers separated by comas

  • For me it works 100%.it changes instantly color and if one time it does not change it is because it picks the same color again since it is random and it seems that it is not working when in matter of fact it does

  • jayderyu

    I am on the same boat with you.

    My biggest surprise when i entered the gaming creation process was the way software devs create new and amazing features without pausing for a minute and think about the future of these features and how they will work and perform when users start to use them extensively and on a larger scale.

    when i first started using spriter and saw all that quality and amazing tweening in game i was literally blown away.

    But here comes the sad part.

    As i improved my skills and my project started to become a real game i started to stumble across huge setbacks that i thought they wouldn't exist.

    Of course i am not naive to think that anything that has to do with technology is easy and especially creating games but not in a million years i could have guessed that i would spend almost 3 months conducting experiments ,destroying and rebuilding my game because the tilemap object had seams.

    I thought that if it is build inside the software ,then it should work!

    now i have the same problem with spriter.

    up until yesterday i hadn't noticed that the spriter plugin adds objects for every scml instance.

    if this is something that can be fixed ,not a problem.

    if not then my whole planning and months of hard work go down the drain.

    and this is exactly my point.

    I love new features .who wouldn't want to see C2 have 3d volumetricparticlelightningtressfx(lol) and spriter support for 3d max?

    But i don't want these, until basic game breaking stuff are working as intended.

    I am not complaining since both ashley and lucid rock!

    they are pioneers on their field and work hard to give us what we want but sometimes i feel that there is no planning ahead.

    I don't mind to be a beta tester (since that's what we are) since this is cutting edge tech the way it is implemented and with our contribution things move forward ,but sometimes i become frustrated when

    i encounter problems where in my mind there shouldn't exist.

    Love you all,just had to take these things out of my chest

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  • After the amazing job you did with the scml objects pausing off screen i have to ask for one more performance optimization.

    I just noticed that every time i add another instance of the same scml object it adds to the Layout object count all the png's that it already has from the first one.

    What i mean:

    Lets say i have one coin and i has 10 png's inside the scml object for it to tween.

    Every time i add another coin the system adds another 10 png's to the layout object count!

    so if i have 100 coins in my level i have 1000 objects out of nowhere and it is killing performance on weaker machines.

    imagine now what happens when i add many more complex scml animations that have up to 40 png's each and try to make some instances from them.

    Since spriter uses one set of images for all animations why does the plugin has to add them again and again for every new instance?

    i find this tremendously inefficient and it defies the whole purpose of tilemaps since whatever we gain from there we loose it here.

    Before ashley figured out a way to make seamless tiles i had to use sprites as tilemaps and for a 25000x5000 pixels layout i couldn't stay below 3000 objects.

    On pc not a biggie(with an i3 and above that is).

    But on mobile? forget about it!

    With the new tilemap i rebuild my level and i dropped down to 400 objects.

    Now imagine my shock when after adding just a few scml instances i saw that number skyrocket again.

    Of course i may be doing something wrong so any advice would be welcome.

    I have faith in you lucid!

    please find the solution!

  • Aphrodite

    you rock as always!

    i will try this and report back.

    Does anyone know if we can pick a specific tile from the tilemap object and enable or disable the sine behavior?

    i know that we can give the WHOLE tilemap object the sine behavior but can we move individual tiles so i wont have to use sprites for this?

  • hello everyone.

    i need some clarification on this.

    If "player" is overlapping "slope"------------------ "player" set angle to anglelerp(self.angle,340,0,9*dt) degrees.

    on the third number which is how fast it will lerp it makes no difference in speed whatever i input.

    meaning if i enter there 0.1 or 0.9 it anglelerps at the same speed.

    what am i doing wrong?

    thank you.

  • thank you Ashley.

    i will create many smaller ones that they do not exceed the 2048 pixel limit .

  • We know that there is a sprite size limitation of 4000 pixels if we want to develop for mobile . Does the same apply to the Tilemap object? Should I split my tilemaps to many smaller images and have many Tilemap objects or is it ok to import one image that includes all and it is bigger than 4000 pixels?

  • the reason people do not export for mobile using html is because a huge percentage of people use the stock browser that does not support webgl.

    if chrome was standard on android then there wouldn't be a reason for an apk.

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Roccinio

Member since 3 Oct, 2013

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