Boulders Affect / Movement

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Post » Sun Oct 25, 2015 11:33 pm

R0J0hound wrote:Here's one way to do the falling rocks:
https://dl.dropboxusercontent.com/u/542 ... rdash.capx

It differs from Bertie Booster's idea in that it uses a array for a grid instead of using overlapping at offset.

your capx is really great @R0J0hound and i just finished adapting it to use with a tilemap but it seems my way of looping though the tilemap to find the "rock" tiles is far more cpu intensive then your "for each sprite" loop.

Image

is there maybe a better way to find the rocks / loop through a tilemap?

i also tryed the following, but it doesnt make much difference, i think.
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Post » Mon Oct 26, 2015 2:04 am

@fldr
It's more efficient to use for each boulder since it only checks the spaces around the boulders. The only reason to use a tilemap instead is perhaps faster rendering. For that you could make all the sprites invisible and update the tilemap as things are moved.
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Post » Mon Oct 26, 2015 12:17 pm

Thanks!
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Post » Fri Mar 09, 2018 8:00 pm

does anyone else have this capx from R0J0hound? Can someone do reupload?
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Post » Sat Mar 10, 2018 7:59 am

TheFaith30 wrote:does anyone else have this capx from R0J0hound? Can someone do reupload?


R0J0hound is usually happy to renew his dead links. Just make sure to tag him.
If your vision so exceeds your ability, then look to something closer.
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Post » Mon Mar 19, 2018 7:06 pm

@TheFaith30
link updated
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Post » Wed Mar 21, 2018 2:53 pm

Thank you very much R0J0hound.
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