newt's Recent Forum Activity

  • Nope. You said you can't use a tmx because it uses layers, but instances can work exactly the same way.

    If fact you could probably get away with using clones if you load the leave the texture out, and load it at runtime.

    Frankly I don't see why you can't use it this way unless your argument is that it takes too long to load separate layers.

  • And here's the instanced version:

    https://dl.dropboxusercontent.com/u/666 ... edMap.capx

    Took about 5 minutes

  • I just used instances to add multiple layers of the rougelike tile map from Kenny.

    The zip uses clones.

    https://dl.dropboxusercontent.com/u/666 ... tances.zip

  • Probably this decade.

    Certainly this century.

  • A way to arrange tiles like a data import at runtime might be nice.

    Something like importing a small portion of a map, as an object, say a castle using events.

    I realise it will be rejected here obviously, but it would be useful elsewhere.

  • It depends on the game.

    A 3d fps with buildings for example. Lots, and lots of layers of textures not needing to be seen.

    Perhaps isometric would benefit, or maybe Spriter objects.

  • Sounds about right. Animation is mostly tackled by the gpu, and the bottlenecks are usually cpu, and/ or logic related.

    While multi-object animation will have a bit more draw on the cpu, there is a good chance you wont notice frame skips like you would with... frames.

  • Sorry, not a bug.

    By definition of each association it can't work.

    Containers can have any two different objects paired together. Picked, created, and or destroyed, when something happens to one, it happens to the other.

    Families can only be by object type, due to the fact that not all objects can be referenced in the same way.

    That would be like having an array in a container with a sprite, and in a family, then saying when touched family, array set position to....

    This is a feature request, and it's been requested a lot.

  • A shader could do the drawing maybe, but how to get the collisions?

    Point by point in events?

  • Its just pixels, there are no sprites. No individual objects other than the pixel.

    My guess is the html5 canvas array with lots of tricks, and work, and math.

    Sadly, C2 is probably a bit too bloated to do this.

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  • Just tried this in a non maximised window, IE the button with the 2 squares at the top right, aka restore down, and it works correctly.

    Maximised still gets the transparent border.

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newt

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