Impact

This forum is read only and just serves as an archive. If you have any questions, please post them on github.com/phoboslab/impact

1 decade ago by gxxaxx

I notice that the new tile size is defaulting to 64
Even the pong game has been modified to work with the 64. (Previous version was 48).

In applying the new engine to an older game I have two options:
1) redo my graphic assets
2) resize the collisions-64.png and use a collisions-48.png

Was wondering if there are assumptions or optimizations in impactjs core that rely on the new collision size.

2, 4, 8, 16, 32, 64, etc is a natural progress in binary size and there could easily be code that is tied to these sizes.

Is it necessary or recommended for optimizations reasons to switch to the 64?

1 decade ago by Jerczu

?????? I have no idea what you are talking about I updated my old game with 1.19 it renders and work as good as it was with 1.19.

1 decade ago by gxxaxx

The collisionstiles-64.png file (the one with the slants) is built on an assumed tile size of 64 for the collision layer.

I'm trying to find out if it is okay to just reduce this collision tileset to 48.

Or, maybe there exists assumptions in the slant collision code that requires the tile size be 64.

Did you change your collision site set to match the new available slants?

Are you using the slant and slopes ability of the new engine?

What tile size are you currently using on your collision layer?

1 decade ago by dominic

The pong example hasn't been modified. It still uses 48px tiles for the collision layer.

The source image Weltmeister loads for the collision layer is always the collisionstiles-64.png, but it's resized to any tilesize you want. I.e. 48px for the pong example.

Edit: more here.

1 decade ago by gxxaxx

Thanks for the explanation here and on the other post.
Handles my questions nicely.
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