newt's Recent Forum Activity

  • I've used that method from noelberry, however my implementation was a little slow, as I used an actual object as the digger.

    Ive been meaning to try it again using just logic, and skining it with the tilemap object.

  • Not unless your logic is in an event that runs every timescaled dt seconds.

  • If it is a bug, and it does seem like something is wrong, Ashley will want to be able to replicate it as easy as possible.

    Its just that the global, and switching layouts aren't standard for dealing with pathfinding.

  • "Create an animation scripting system where sound effects and other effects can easily be applied to certain points of an animation"

    Spriter just added support for that.

  • Im not sure why speed in the debugger doesn't change, or why the speed triggers aren't kicking in, however the object expression is returning 0.

    I would wager it has something to do with the global attribute.

  • What method are you using to determine the speed?

  • Heck, lets just go encapsulated. Lets stick all the assets into base64 strings, and stick it all into one js file.

  • All right say your sprites are all 79x93, and you have 12 of them.

    Width wise they will fit into 512 easily, and give you some empty padding.

    Height wise they wont fit into 512, and that means you have to go to the nearest power of 2, which is 1024.

    Now this brings up the question of what could be designed better, the way the texture is set up, or the way the individual textures are drawn.

  • Yeah I don't think that one was open source.

    Anyway good luck.

  • Was wondering when this would happen.

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  • Even if it was pre-cropped to the nearest pixel it might still have all the white space if those objects can't be placed to the nearest power of 2.

    That would probably be solved, at least in this case by rotations.

    As to the duplicates, I always assumed it was based on the object, if not to all the objects animations, as it should assumed there would be no duplicate textures on other objects, relying a bit too much on some planning on the users part perhaps.

    Anyway we have to belay casting blame as there's only one person doing the development, and his todo list, even though it is legendary, is not public, and while those changes aren't exactly trivial, aren't basically basic.

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newt

Member since 12 Nov, 2008

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