newt's Forum Posts

  • As long as you dont do something like putting base64 strings in it.

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  • Nope, other than hosting it on dropbox, and sending a link to the index.html

  • Thousands of small strings, yep.

    Thousands of large strings, nope.

  • Just export to html5, and find a host, dropbox, gamejolt, itch.io, clay.io.

    Safari should be pretty much up to app speed with ios8+.

  • Im not even sure how you would use that as a mechanic, just the same, it would take some adaptation, enough to say you might as well just rewrite it from scratch without the svg elements.

    It could be done in events, but like I said, not sure how it would be used in game.

  • I'd say the simplicity of the concept.

    No huge backstory, just a few minutes of intense gameplay, with rewards, hopefully.

    Of course turn based isn't quite as dazzling, but if done right it could be.

  • Its still the same as 3d, as it would require a shader to map the texture.

    Try quazi's plug.

  • jbardi

    If you want it so badly, you could support your argument by doing some investigation as to what features actually port over.

    Demanding gets you squat, proof gets you everything.

  • Yeah, theres a bunch of ways to do that.

    If it were with the tilemap object checking xy's would have been ok.

    Here your quickest dirtiest method would to use a dummy object, and check if the invisible dummy object was overlapping the tiles.

  • Its not the only way, theres like dozens.

    You need to say what you want to do, not postulate how you think you should go about it.

    We have no idea why you need to pick the object, so we can't give you a better way to go about it.

    Associating a object by its position is a bad way to go unless you are dealing in absolute positions. As in not using sub-pixel coordinates, or decimals.

    You have to say something like "how do I pick this object when its close to this other object?", or something like that.

  • You don't really need an array, your layout is an array.

    You just need to optimise your picking

  • Objects are already predefined, like an array is a 3 dimensional indexed list, and a dictionary is a key pair system.

    You will want to use them, and import data via ajax rather than create variables with pre made strings in game.

    C2 should handle something like this fairly well, with the exception that new objects can not be introduced at runtime, so dlc requires a bit of forethought.

  • On collision, set variable collided=1

    variable collided=1

    ->object is overlapping other object, do foo

    ->else set collided to 0

  • I would stay away from negated is overlapping.

    Else should work fine with the trigger conditional this.collided when its true.

  • No such thing as a circle in the tilemap object.

    Take a look at the "set tile range" action.