RadioMars's Forum Posts

  • newtI see, that's what I was afraid of. Is it possible to get the data from advanced random noise directly?

  • What I want to do is implement bitwise method into a modified procedural terrain generation template. The problem is, when scrolling method "moves" tiles, it rewrites the whole tilemap, resetting the autotile. This creates at least one frame of raw tiles with no autotiling and it's very noticable. Does anyone have any idea on how to solve this issue? Thanks in advance

    Here is an example of how it looks right now

    drive.google.com/file/d/1QMWb3XG42ypsurgd5cFF9oplWnz8OieE/view

  • Wow, man, this is crazy! Very interesting test.

    On my pc it runs smoothly until too many objects are loaded.

    Whenever I drag one of them around cpu goes up about 10% and gpu goes to ~8. When 15+ objects are present cpu jumps up to 40 and gpu goes to 25. Fps is stable, but I think too much objects will surely drop it. Lookng forward for more stuff in this drection!

    I have corei7

    and geforce gtx 1060 6gb

  • Mikal Thanks. It looks very promising. I'll try to learn from your example files. The only thing I needed was an ability to manipulate 3d objects with C3 functions and it looks like it's super possible

  • Mikal

    Wow! This is so awesome! Thanks for the info! I'm surprised this is not a big deal for Construct. Is it too hard to learn? Is integration between scripting and event system still not great?

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  • So I saw a three.js example, that utilises scripting. Does it mean that it's possible to display an animated 3d model in c3?

  • It worked! Thanks a lot, Magistross. I wouldn't figure it out myself

  • Hello!

    I encountered a wierd error with directional conditions. I've set up directions for a set of tiles, and whenever plugin tries to calculate the path to them I get an error, that says "cannot read property 'x' etc" Am I doing something wrong? Please help.

    upd: the error comes up only when corner cutting is disabled

    Here is a capx https://www.dropbox.com/s/ul5v22uqoiv40yl/Error.capx?dl=0

  • Sure! I would even say it's all we really need for gamepad. Browser object provides vibration on mobile, so the remaining option is to make a support for nwjs. Maybe we can pay someone

  • We definitely need force feedback support. Everything that supports gamepads should have one

  • Oh wow. Good thing I asked before redoing my project. Again thanks for info. I guess I'm just gonna stick with my current method

  • Thanks, that clarifies a lot. But does it mean that the more tile types there are in a tilemap, the more drawcalls it would produce? I thought the whole puprose of tilemap is to do the opposite

  • I'm in a middle of developing my game, which is grid based and I just realised that I could replace almost all my objects with tiles from tilemap. The thing is most of my environment is supposed to have animations. I'm planning to do it by switching tiles on demand or, in some cases, constantly. I have a guess that if I use tile positions to calculate movements for my characters it wll cost less and I will be able to have a lot more action going on without unnecessery collision detection. I don't have a lot of time to experiment and make my own tests, so my question is: is it worth trying to build a game that will mostly have tilemaps and use sprites only for characters and players? Can I win a lot of performance by redesigning my project to be that way? I saw some plugins utilising tilemaps and people seem to be very pleased with their performance. So are tilemaps generally faster then sprites, even if I try to make all my scene animated with them?

  • Oh yeah, I see. Sign me up for pro verson