dop2000's Recent Forum Activity

  • Set different animation, or different animation frame for each instance.

    You can of course have 100 objects if you like, it's up to you. In this case you will need to add them to one family.

  • No, lerp does not get faster or slower if a and b values are fixed.

    Add dt to t; Player set x to lerp(100, 500, t) - player will move at constant speed.

    Player set x to lerp(player.x, 500, dt) - will start fast and then slow down.

  • lerp(a, b, f) is equivalent to this formula: (a + f * (b - a))

  • Yes, container is the right way to do this. Create tank body, and the turret will be created automatically, you will only need to pin it.

  • See the first link Kyatric posted. You should create 1 sprite object and add 100 instances (copies) of it to the layout. Not 100 different sprite objects!

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  • Yeah, LiteTween or Tween is probably the easiest way, plus you can select a nice easing effect. On click pick all sprites above, set tween target to self.y-1000, pick all sprites below, set tween target to self.y+1000. On second click bring them back (in LiteTween you can use "reverse" action).

    100 objects with tween should not be a problem even on mobile.

  • You can use the family exactly the same way as you use objects - "For each Enemies", Enemies.UID, pick Enemies instances etc.

    One specific expression useful when dealing with families is ObjectTypeName, it returns the object name, for example you can use it in conditions like Enemies.ObjectTypeName="Zombie"

  • Sorry, I don't have any experience with this service. But if this a browser game, try pressing F12 and see if there are any errors in Console log.

  • 10 separate sprites will use more memory, but not much, maybe a couple of kilobytes.

    Lots of different objects make your project more cluttered, so it's generally a good idea to re-use and optimize them when possible.

  • If you apply a distortion effect like Crystal ball, you will need to account for it when determining which tile was clicked. There's probably a formula, but I don't know it.

    Also, I don't think it's possible to change image offset in runtime, this property is only available in editor. I guess it's not really needed, you can use two copies of the tilemap, or put two maps on one tilemap, and move the entire tilemap. But, you'll still need to prepare the array of all tiles and their corresponding countries. With 198 countries I imagine the tiles need to be quite small and this array will be really big...

    .

    As for my first suggestion - distinguishing 198 countries by color may not be very accurate. You need to put a small Drawing Canvas object in the position where the map was clicked, paste the map onto it, then do "Drawing canvas save snapshot", and after that you'll be able to read RGB values of the pixel.

  • El Constructorr I believe the questions was about new C3 functions, you can't call them like that.

  • If you don't have too many countries you can paint them in different colors and read pixel color under mouse cursor (using Drawing Canvas). Or maybe define lots of image points and find the nearest image point to mouse click, but this is a huge job as you'll need to do this for every animation frame..

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dop2000

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