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Member Since 15 May 2011
Offline Last Active Sep 15 2014 07:05 AM

Posts I've Made

In Topic: Layer and Frame?

16 June 2014 - 07:30 AM

I have already implemented this and it is working as expected :)


Thanks for the reply.

In Topic: Layer and Frame?

15 June 2014 - 11:15 PM

It is a 2d game. So basically what I am trying to do is, rather then making game states and clrearing/loading the game resources during runtime, I am thinking to load everything at the application start and set all levels frame by frame. Then when I have to change the level, I will just skip the frame. I have implemented the scene, resource loading etc, now I have to implement only the layer and frames. it is like -

Scene -- Layers -- Frames

If I hide one layer, every entity belongs to that layer will hide and remain invisible to all frames(levels).


Thank you for your reply.

In Topic: Layer and Frame?

15 June 2014 - 03:08 PM

Sorry for not explaining clearly. Generaly a timeline looks like this -


I also want something like this, but it will not be visible graphically in my game. It will only work internally. What I wanted to do is, load the resources at the initialization and setup all the levels at the same time, frame by frame. Each frame will be a separate level. And during runtime, just change the frame to change the level. Each level will have some layers, which will decide the visibility of the entities. What I wanted to know is, how do I implement them, as a class, as a struct, as a vector or something else. A simple example will be, Flash actionScript 2. The levels are created frame by frame during initialization and nothing is freed/loaded during runtime.

In Topic: Calculating healthbar percentage

29 May 2014 - 12:48 PM

I got it now, Thank you for the reply.

In Topic: Game Loop!

02 November 2013 - 11:32 AM

Yes, I have 'main' which is called during initialization of the script class.

This will solve the problem. I was not sure about looping the function in the game loop.