newt's Forum Posts

  • Variation for tilemaps.

    Change this grass tile yellow, that house blue, etc.

    Only problem with masks is they bleed to layers below.

    Something that changes the hue, not one that makes it all the same color.

    Instead of x,y more like a tile at x,y.

  • Just a thought.

    Would it be possible to do a colorizer effect that can do different colors to individual tiles?

    Something like set color of this x, this y to that color.

  • Yeah I unzipped a capx and sure enough the old texture was the only one there.

  • Problem Description

    The demo of the Tilemap object won't save a new imported texture

    Attach a Capx

    Use the tilemaps template

    Description of Capx

    Open the template.

    Steps to Reproduce Bug

    • Open template
    • Switch default texture with another
    • Save capx somewhere

    Here is a test texture: http://opengameart.org/sites/default/fi ... 2Tiles.png

    Observed Result

    Old texture is saved rather than new.

    Expected Result

    New texture saved rather than old.

    Operating System and Service Pack

    ____ Your operating system and service pack ____

    Construct 2 Version ID

    203

  • Its usually top down by layer, but I think that can vary by blending mode. Ashley was grumbling about it some time ago on Twitter.

  • Its all about the total memory. If you can keep that under control then should be fine.

    Also Podes plugin uses a html5 canvas, or css feature so I don't think it will work under webgl.

    So basically no gpu acceleration for objects that use it.

  • Yeah its does not work with concatenate or variables, and expressions I think.

    You need just a plain string.

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  • If you have to use "for each" then that is a bug.

    I suspect this may be something else however.

    Possibly how the tags are set up.

    It may be possible that an instance may be created after a tag is created, which could cause an issue.

  • 200+ frames is still too much to put into a single object, the atlas/tile sheet would be huge, and loaded into memory all at once.

    You'll have to use multiple objects loaded when needed, rather than when starting a layout.

    It will hang, unless timed very efficiently. Plus we have no set way to handle that other than families, and loading via url.

  • 200+ frames is bound to have other issues as well.

    You might want to consider a webgl alternative.

  • Ha.

  • Might want to use an account that has a badge for a license.

    Selling tuts that show how to do mobile, a feature that requires a license seems a bit iffy without it.

  • Unless it uses the Spriter framework it would be limited, as Ashley had to modify a few things in C2 to allow importing multiple files at a time.

    Otherwise you would have to import all the image files manually, and give each one a behavior.

    Likewise you would have to create events to associate those objects to act as one, or create a family for each multipart object.

    All the behavior would be good for is telling all the parts what to do.

    Coincidentally you would probably have to import that data at runtime.

  • FYI mesh deformations require a plug made to work with webgl.

    A combination of the q3d, and spriter plugs is what it would take.

  • Trying to debug someone elses work is frustrating at best, especially if its undocumented

    Functions and event sheet includes spread out over multitudes of layouts, hidden by groups, and events that are only describable as non linear.

    The phrase "help me help you" comes to mind.