dop2000's Recent Forum Activity

  • Check the collision polygon, if it has some weird shape, this can cause the bullet to collide again after bouncing.

    If your bullet is animated, make sure the collision masks and origin image points are the same in all frames.

  • Seems like there's a limit of 4 controllers in Chrome. But in Firefox you may be able to use more.

    stackoverflow.com/questions/41251051/is-the-html5-gamepad-api-limited-to-only-4-controllers

    issues.chromium.org/issues/40275102

  • It's very hard to understand you. I suggest you explain the problem to ChatGPT in your own language, and then ask it to create a post for you in English.

    I don't know if this is what you are asking, but here is an example with 3 separate inventories:

    dropbox.com/scl/fi/tp4axxojcnphwad3dyu7p/MultipleInventories.c3p

  • I'm curious, does it also apply to C2 tilemaps? We still have on-going projects developed on C2

    Yes, the same thing happens in C2. I’m guessing there’s no strict memory limit there, so you’re probably fine.

    Although, the tile data format in C2 is different - each tile is stored separately. For example: "5,5,5,5,5,5,5,..." instead of "100x5".

    If you have tilemaps with millions of tiles, your project files can get huge.

  • By the way, I’ve noticed this issue in many official examples.

    The worst is the Avalanche game: a few tiny tilemaps are already using around 200 MB of memory. Once you start bucket-filling them with snow tiles (which people can absolutely do), memory usage quickly jumps past 1 GB. Add a few more levels, and the editor will crash.

    "tilemapData": {
    "width": 8,
    "height": 6,
    "max-width": 299,
    "max-height": 3891,
    

    Each tilemap is over a million tiles!

  • You are a rockstar!

  • R0J0hound I tried your tool and it doesn't work correctly with some tilemaps. Here is an example.

    Also, there may be an issue with jszip - Construct now shows random errors when opening a large cropped C3P project, like "Error: missing file path 'objectTypes\foo.json" or "Error: missing file path 'images\bar.png", while the files are definitely present.

  • Ashley, could we get your thoughts on this? Can Construct crop tilemaps (automatically, via a prompt, or with a setting) in both existing and new projects?

  • Another solution (besides optimizing the way Tilemaps are stored, of course) would be to do the resize to visible size action:

    Or maybe a checkbox - "Trim unused tiles" or "Crop to content" - on the tilemap object. It should be enabled by default and affecting all instances.

  • Layout.json? Where is that? Do I have to download a project as a folder structure for that?

    Yes, save as a project folder. Or simply unpack the C3P fie - it's actually a ZIP.

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  • EDIT: mistakenly wrote tiles instead of pixels. My project is 1536x1536 tiles

    1536x1536 tiles should be perfectly fine! Just make sure that "max-width" and "max-height" values in the layout.json for this tilemap are also 1536.

  • Can’t it just be reported as a bug so it gets fixed? Seems like an oversight that space gets reserved for the biggest we’ve resized a tilemap instead of only storing the visible ones used.

    This is definitely an oversight, but Ashley will probably argue that not all tilemaps can be safely cropped. What if you resized it by mistake? Or maybe you keep a large tilemap shrunk in the editor to save space, and only resize it to its full size when needed?

    I was just about to start as project with tilemap size of 98304 x 98304 tiles

    If my math is correct, this will use about 400 GB of RAM :)

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dop2000

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