@dyson122, Sorry if I bother you but I am newbie on Corona and I’d like to start developing games; I am using right now Corona and Lime; and I am looking for another product.
The link provided by this web in order to download MTE says “this product is not currently for sale” and I can’t find a way to obtain that product. I notified that you have discontinued the product but, is there any chance to send me the link to download the product, and add any examples/tutorials for beginners?
I finally got around to really diving into MTE for a ouya platform game and I must say I am impressed… everything works very well. So I am very sorry hear that dyson will stop working on and supporting it.
@dyson here is my suggestion. Put up a fundraising campain on indiegogo or something. If it reaches it’s goal you open source it. When it’s open sourced the users can maintain it. This way it will live on and evolve + there is a chance at least some of your hard work will be rewarded financially.
Whats up, no replies to any posts ? I have a new issue , I am using Tiled map editor for creating the maps. The problem is i am loading the obstacle objects at the run time , like i am giving some property to the tiles where i want to place my obstacle. At the runtime i am getting the property of the tile using the function getTileProperty() and placing the objects there. The issue is i can place the obstacle at the top of my map for example at tile (10 ,10), but as i move down (14, 28) the tile i could not place my object and i could not retrieve my tile properties too.What could be the problem . Reply to the post as soon as you see it.
The reason I haven’t been answering posts is that I’ve been knee-deep in a job hunt, which itself is the result of mounting financial pressures. Basically I’ve been distracted by more important matters, like putting food on the table. All very stressful, and demanding much of my attention.
Luckily it looks like the ordeal will be over soon. I’ll be settling into a job over the course of next week and then things will start to even out.
Your problem could have any number of causes. I see nothing wrong with what you’ve described so far. What are you passing to getTileProperties? Is (10,10) onscreen? Is (14,28) offscreen?
As a person exactly in the same situation, I know first hand how stressful it can be. Congratulations on finding a job. Wish you and yours all the very best.
Thanks for replying to my post, as u said the point (14,28) is in off screen . I could not create any sprites in the offscreen . And a new problem raised yesterday, if i add more no of sprites to a map , does the performance of the mte reduces ? Because when i add four sprites the performance is OK, but when i increase more than that say (6) sprites, my game is lagging very much. If not what are elements that will reduce the performance ? And all the best for finding a new job.
+1 on asking about the performance stuff, sounds like a very broad question though. I’ve been hearing lots of stuff like offScreenPhyscis is a huge performance drop, etc. I got like a 40x40 map, 10 NPC, 2 monsters, lots of animating stuff, multilayering of stuff, UI and inventory and stuff is starting to lag for me too.
In my game on each time exit, i am cleaning up mte by calling mte.cleanup(). But still my memory is keep on increasing for each game i play . More over i am manually cleaning all the objects which i am creating .
As i posted earlier, i am giving tiles with some properties and i am accessing those tile properties at the run time using getTilesWithProperty(key, value, level) not layer and placing the sprites at their positions.
The sprites getting placed only at camera view is seen , but not at the tiles which are offset . Why is this problem ? I tried to inspect the mte library and i found that in getTilesWithProperty() ,
for x = masterGroup[layer].vars.camera[1], masterGroup[layer].vars.camera[3], 1 do
for y = masterGroup[layer].vars.camera[2], masterGroup[layer].vars.camera[4], 1 do
end
end
why are you giving these conditions , i feel it is not created because of these . If not please tell me the solution . Since i am calling my function only once at the runtime.
MTE 0v990 (appendMap, etc) will be landing in a few days. I’m just finishing up some updates to the documentation. I’ll include the Coronastein3D files as well for those of you who want to play around with them. Once that’s up I’ll start working through the backlog of questions and requests and give them more time and attention.
Kumarks, the getTilesWithProperty function returns tile display objects. MTE achieves its performance advantages over older frameworks by culling offscreen tile objects. That is why the function only loops through the space defined by masterGroup[layer].vars.camera; there are no tile objects outside of the that space. I’ll have more by way of suggested alternatives for you tomorrow.
Azmar, each sprite and object comes with performance overhead. The more sprites and objects you add to a map, the lower the performance. 0v990 supports culling of Tiled objects (polygons, shapes, free-placed tiles) which will improve performance on maps with large numbers of these objects at the expense of higher memory usage.
Offscreen physics was meant mostly for a small number of critical sprites, not every sprite on a map. It increases the number of tiles and physics objects the hardware has to handle at any given time, which decreases overall performance- quite significantly in some cases. For example, ten sprites overlapping each other offscreen will only need a small number of tiles around themselves. This is easy and fast. However when those sprites all move away from each other, the engine has to maintain enough tiles to surround each one; so ten times more tiles. This is not so fast. The performance situation is one of those “there’s no free lunch” situations: nothing is free, every object in an app takes processing power and memory to maintain, even when it is sitting motionless offscreen.
Is it a easy way to scale the map to fit the screen if the map is smaller then the screen size ?
for example say that I have 9 tiles 3 in 3 rows and I like it to fit the screen as it’s smaller then the screen size but… if I have 10000 tiles (100 tiles X 100 rows) I don’t want it to fit the screen size !?