I get glitches when I preview it in Node-Webkit, all the graphics look fuzzy.
When I previewed it in Waterfox it works normally but all the red lines from the 9-patch are either missing bits or popping in and out, also when I move from "room" into the next the previous area flashes for a frame or two.'
Also sent you a PM.
Alright, my apologises for misinterpreting your previous comments. As for the current ones.
[quote:o1okcbye]Having to load/unload/reset the entire layout for a room change sounds terrible for performance and gameplay reasons.
We're not resetting the entire layout, only parts of it.
[quote:o1okcbye]Layout load region as you described sounds like a performance killer with larger more complex worlds taking longer and longer to load each time you need to go to a new room. I can't see layout zones being a good strategy in the long run.
It sounded like they would load the entire layout, choose that region, and destroy everything outside the region?
This might be different since it's a 3D game example, but Metroid Prime actually did the exact same thing you're saying is a bad idea.
You only had the room you were in loaded into the game and the rooms that were adjacent to it ready to take the player. The rest didn't exist. The loading of the rooms and such was hidden in the transitions i.e. The time it takes for the doors to open when they need to.
[quote:o1okcbye]An "easy" solution is honestly if layouts had better transitions or options on how they interact.
Yes it would be nice, but sadly they don't so here we are. I am with you on that though.
[quote:o1okcbye]The "Room" simply needs to store object locations and types/ statuses like a container(array).(all of which is currently possible, simply the room object would make this easier and visual)
Drag the items into the room, a layout like object and it will remember where everything is, and what all the behavior states are set to.
In the event sheet, that room object would be called. When you do, you see all the objects events inside of that object. This gives easy control over that specific room.
Because all the objects in a room are associated with the room, you can destroy the room(or create) and all the objects also get destroyed(or created) Just like an array, you can modify, delete or add objects to the room without deleting or affecting the rest of the room.
Pretty sure you just perfectly summarized what we want the Room Object to do.
[quote:o1okcbye]And stop going in circles about issues
not understand something I describe is one thing, continuously placing false words or beliefs into my mouth is something entirely different.
I apologize but I do remember you saying:
[quote:o1okcbye]if that means sacrificing local variables. And removing layout persistency I am fully against the idea. Layouts would be obsolete
But anyway let's shake hands, be friends and not argue about things that will just waste time.
The important thing is that we both want this "Room Object" in Construct 2 and that it's done right.
However, do put words in my mouth and try to make me out to be the bad guy, you did say you were against it (something now the opposite) and I quoted what you wrote, if you want the link to that comment or even a screenshot I'm happy to provide.
And at first you advocated using arrays instead of this. So do not try to turn this against me.
I came up with the Room Object idea in the first place too :3
What I'm try to do at this point is just help facilitate Tokinsom and the other greats to help improve upon the "Room Object" idea, so let's stop pointing fingers and do that instead. I left supposedly "putting words in your mouth" as you put it alone in the old thread, I suggest you do the same.
Since you obviously have experience making plugins, could "Room Object" be made into a plugin? Might be less hassle for Ashley
Just an idea.
As for any confusion, I apologize.