newt's Recent Forum Activity

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    Things will change soon.

    I feel that perhaps you've confused this with forum with an American political one.

  • If it's tilemap based you'll need a texture that has all the different tiles.

    My guess is about 7 variations per color.

    Double that with endpoints.

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    Speaking of multiplatform, I just got an email from Amazon describing a new income method that was "platform agnostic".

    "Subscribe with Amazon".

    Please don't do crap like that.

  • Well the only other option is to create, and destroy those objects based on where the view is.

    Setting it up is pretty convoluted as you need a map, and creating, with destroying a bunch of stuff all the time can be just as big a draw on the system.

    Then another way would be a combination of that with something like multiple layouts, but using cells on one layout instead, sort of like how the old Zelda's did it.

    The trade off is that the player has to wait while the next cell is created.

  • I don't expect much else to be done to the C2 editor.

    Its features are pretty much done.

    Check back in a couple days for word of what C3 will offer.

    Requests like this were one of the main reasons for it creation.

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  • I think what he is wanting is a simpler way to pair objects together.

  • It goes to a charity, but since you don't get a choice a fee sounds correct to me.

    Im not saying its not worth it. I will say its stupid.

  • > I would just include an is in touch condition to the game.

    > If you set it to set timescale to zero when not in touch you have an effective pause feature.

    >

    Thanks for the reply, but how do i add an "is in touch" if the user does not have to touch the screen during gameplay?

    Not including the Menu, Options and Store, and only during the actual playing of the game, the user only has to roll a ball around the screen. Sometimes it last a few seconds, sometimes minutes.

    Im imagining in landscape mode the user placing both thumbs on the bottom corners of the screen.

    Like a pinch.

  • I would just include an is in touch condition to the game.

    If you set it to set timescale to zero when not in touch you have an effective pause feature.

  • The trees can be separated into two parts, the foliage, and the trunk.

    The green foliage can be placed on a top layer and have nothing else done to them.

    The brown trunks will need to be sorted when the player moves in front of them.

    Using the system z sorter place all of them, and the player into a family, and give the family a variable.

    Make an event that sets the variable to the family y axis .

    Then use the system sort z order using that family variable.

  • Don't forget the initial $100 just to get the honor of having people vote for it.

  • Tilemap is the go to method.

    It's one large texture versus 15000 small textures.

    It puts the burden more on the gpu, which is what it excels at.

    The only other optimisation worth mentioning is "render cells" located under the layer properties.

    It tells the system not to worry about rendering objects that can't be seen.

    It will lessen the load, but 15000 is still a bit much for the cpu to keep track of, even if they are static.

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newt

Member since 12 Nov, 2008

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