How do I rotated a tiled image so outer images don't orbit?

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Post » Tue Mar 28, 2017 9:15 am

I have an image I want to tile and have each image rotate individually and not have the "spinning disc" effect.
As in I don't want the outer tiled images to orbit the center image.

I currently have the Image on a Tiled Background.
Is it possible to rotate only the image on a Tiled Background without rotating the Tiled Background Object?

I'm really not wanting to have 200+ instances of an object.
I am willing to change Object types if needed.


The image is currently 64x64 in size.

I don't think this is possible, but I am hoping for a solution. ;)
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Post » Tue Mar 28, 2017 9:51 am

You can bring new 'graphics' in a tilemap (i suppose also in a tiled background).
viewtopic.php?f=146&t=189321

So, you could make an 'rotating animation' and refresh the tiles.

But, they not gonna be seamless. Rotated, their 'bounding box' is bigger. I dont see a way for how to solve that.

Besides that, loading a new frame and setting that new frame will not be a performance boost compared to having them all in the form of an instance. What you win by having a tiled background, you lose by animating it in a loop. At least, that is what i think at this moment.

So mayby back to the main thing. "I'm really not wanting to have 200+ instances of an object."

Are they all 200 in the viewport ?
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Post » Wed Mar 29, 2017 4:43 am

It is part of the ground so I think a lot would be.
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Post » Wed Mar 29, 2017 4:59 am

200 sprite instances is not the end of the world, and would seem to be the most straightforward and effective way of achieving the effect you seek.
https://www.scirra.com/demos/c2/renderperfgl/
Mistakes were made.
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Post » Wed Mar 29, 2017 8:06 am

What exactly do want to do? Rotate each object on their own separate axes (origin)? or rotate with respect to a single point or object on your layout?

I have tried rotating a tilemap + physics but the collisions are all messed up after.
Image Image Image
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Post » Wed Mar 29, 2017 7:33 pm

Just spinning on it's own axis.

Each image keeps it's X and Y while it spins.
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Post » Wed Mar 29, 2017 9:30 pm

Well, lets use a tilemap to make c3 dizzy:

https://www.dropbox.com/s/bg1d08no9103t ... .capx?dl=0
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Post » Sat Apr 01, 2017 9:13 pm

Thanks that was what I was needing.

Wasn't sure what this meant

Parameter for Tilemap:
Tile: tickcount % 80


I don't have much experience with Tile-maps yet.

The TileMap does have 80 images in the editor.
I am guessing it is what is allowing it's animation.
It takes the TickCount and divides by 80 and the remainder will always be between 0 and 80.
Is that correct?
If so it is smart. I didn't know of TickCount yet.
Last edited by Unconnected on Fri Apr 07, 2017 5:03 am, edited 1 time in total.
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Post » Sun Apr 02, 2017 8:26 pm

That is correct, so this way it animates, by setting a tile each tick for a region.
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Post » Mon Apr 03, 2017 5:35 am

Thanks, 99Instances2Go
I've learned a lot from you just on random posts.

I had no idea c3 was even out yet...
It is in beta and the editor can be accessed in Chrome.
I can't' so I am not sure if they are updating it or my Chrome is just messed up.
I always have trouble in Chrome.
It still looks good though.


200 objects isn't a lot, but what I am making is for mobile.
I already have a lot of calculations just in the foundation of the game because of self adjusting formulas and many, many layers to add effects.
I was just trying to get the best performance, because I still have to add content.
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