greenleafvt's Forum Posts

  • So I was following this good guide on doing making reflections:

    youtube.com/watch

    I was trying to get it to work with families though vs making a copy of all the object sprites & just making it easy to chose what was going to get reflections in water etc. Copying the effects on the spites is the is goal.

    I guess the hardest thing it so get the image point at the bottom of all the family objects. Flipping and reflecting them.

    I mostly wat to mirror any effects that are happing in the main objects & keep its simple vs doing tons of duplication.

    Any ideas?

  • Great to know. Wish I could have said it in so few words!

  • Sorry haven't tested this yet but maybe some one can point me in the right direction before I try. What I'm wondering is if behaviors & effects on sprites have an off screen effect on CPU, GPU & Memory? Example if I made a huge game map of a forest & all the trees had a tween behavior to rock back and fourth. Then all the tree leave sprites have a water effect and are pinned to the trees etc.

    Is it worth making a "is on viewport" or "is overlapping" - a screen sprite to enable/disable the behaviors & effect animations? Would this even improve performance? In short is everything off screen working all the time? If I have 200+ sprite trees on a layout doing the described behaviors & effects is it just going to kill FPS if their are only lets say 20ish sprites on screen at a time?

  • I think this is why their is a scroll to X & scroll to Y vs Scroll to object. Scroll to player.X then maybe use a lerp from viewport.X ? Haven't tried it yet.

  • Heroes4hire

    Here is a striped down C3P (Sorry its a bit messy) Bloated but it works...

    1drv.ms/u/s!AjhAqDbxsedphq9QupnIpf9uwAgiVw

  • Thanks all for the interesting ideas. I'll keep eating away at it. Every time I think I have it right I'm able to break the turn count in some way. If I create a 2px transparent sprite on each tile-map it works great (on overlap) however that's lots of sprites. Only reason I tried that is its an isometric layout not a square checkerboard layout.

  • I have a tile map that is the movement grid and I would like every tile to count as a turn. Also every action lets say a attack count as a turn. I have a global value of "game_turn" and the movement is done with a tween action. You can move multi tile map squares at once but I want each one to count as a "turn." on end of tween works a little but not for multi tile map tiles.... Any ideas? I haven't even addressed the attack or other actions as turns yet. Can someone point me in the right direction to solve this? Thanks.

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  • Ok. I'm trying to figure out how to add TPS to the log now so I can see how its running vs &FPS. Can't seem to find the command though...

  • Pathfinding JS is making the FPS jump all around. Seems like its running smoothly but disturbing to see 2 FPS. Turn based game in the end but feel like something is wrong. Any ideas? 2 files attached. one runs at 60 FPS the edited one bounces the FPS all over the place... ???

    1drv.ms/u/s!AjhAqDbxsedphq1YeKa3ga9rYaIcKw

    The JS edit that effects FPS:

    1drv.ms/u/s!AjhAqDbxsedphq5xCF-62SSvd0PAaQ

    [ashley]

    Have any Ideas ¯\_(ツ)_/¯

  • Thanks, this is a cool way of getting it done!

  • Hi all! I was messing around with a tilemap movement example and was wondering if anyone knew how to mark the entire path. The attached capx only marks the nodes. I wanted to make it more like the attached image.

    drive.google.com/file/d/1QB4mzEhdXUfyP4kcbRfHGlKQGqcUQ574/view

  • I wanted to make a text input area that could except some "cheat" codes. Mostly for me to use. Example if I was play testing a game it would pull up this text box and by start typing: "TEL" and have the text box auto suggest a command TELEPORT(0,0)

    I think MineCraft's " / " command is a good example

    Sorry I'm at a loss for where to even start here.

  • So if I have a function is it possible to invert it so if its not running call another action/function....

    Or do I have to use a variable or boolean to stop it or do another function?

  • I guess it doesn't just apply to this CAPs but if you look at the file you can just keep making save slots till they are off of the viewport/screen area. How do I put this in a scroll box. Make them contained in a scrollable area?