Deflod rendering issue - lua

I am going to make simple 2D game in Defold game engine and I am new in this area. My question is, I have 2 game objects every object has sprites in it. A sprite in the first game object must be background for sprites of second object. I have designed it well but when I run (or render, I don't know how to call properly) it sometimes sprites of second game object are invisible and some times everything is OK.
The same issue if I set main backgruon image for the game. Please share your experiences with me. Thanks beforehand.

You posted the same question on the official Defold forum so I'm going to replicate the answer you got there here on SO as well. The solution is to make sure that the depth of two game objects that overlap isn't the same. If two objects have the same depth and overlap you might sometimes see one in front of the other and sometimes vice versa. The default render script allows a z-range of -1 to 1 (you can use fractional z-values to get fine grained control), but you can copy it from builtins and increase the range if you want to. Something like -10 to 10 is usually a good enough value.

Related

How can you make an object disappear in ROBLOX over a certain interval?

I'm making a game in ROBLOX, which has a cutscene in it at the start. At the end of the cutscene, the camera zooms up on the character and you spawn in. However, when I spawn in, I can see the dummy I used for the cutscene, so how after a certain interval can you make that dummy disappear?
Does the dummy just need to become invisible? If so, every physical object in ROBLOX (or more formally Part) has a .Transparency field that spans from 0 (for no transparency) to 1 (for full transparency, or in other words, invisible). I don't know what your "dummy" looks like in the object hierarchy, but let's say your dummy were a Model located at workspace.dummy, and that it has a head, torso, left arm, etc. located at workspace.dummy.Head, workspace.dummy.Torso, workspace.dummy.LeftArm, etc. To make the Parts of the dummy invisible, you would have code that looks like this:
workspace.dummy.Head.Transparency = 1
workspace.dummy.Torso.Transparency = 1
workspace.dummy.LeftArm.Transparency = 1
...
And so on. This, however, will make the dummy invisible to all players. If you are making a single-player game, this will not matter; however, if it is a multiplayer game, then this could be a problem. Making the dummy non-transparent again to do the cutscene for a new player would make the dummy visible to all players. If this is a problem for you, there are two things you could do that I know of:
The first and easiest way would be to just have the cutscene take place at a location very far away from where your game occurs; for example, you could shift everything in your cutscene 10,000 studs in the X direction. This would ensure the objects in the cutscene would be out of the render distance of the players playing the actual game, so only the players whose cameras are being manipulated to carry out the cutscene would see it.
The second, more complicated, and not future-proof option involves a very useful bug that is frequently taken advantage of but subject to being fixed at any time since it is not an official feature. This bug is the exploitation of a Camera (or less commonly a Message, which is deprecated) to create what are called local parts—Parts only visible to a certain player. How to create local parts and discussion of benefits and consequences of using local parts is a little complicated and beyond the scope of this answer. Go here if you'd like to learn more. Taken directly from the ROBLOX Wiki at the time of writing:
Local parts are in no way supported by Roblox. They exploit unspecified replication behaviour - at any given moment, the development team could release an update that changes how Camera and Message instances behave, preventing you from making local parts.

Rendering a big grid with SpriteKit

I'm a total newcomer to SpriteKit and game development in general, I've been toying with SpriteKit to make a strategy game set in space.
My backend architecture use a grid system to represent the Universe, I have empty cases and cases with systems/planets/etc...
My grid is backed by GameplayKit GKGridGraph, I use an algorithm that generate a node with random properties for each node of the grid and I subclassed it to add a custom entity to it, which all the properties of this specific universe case.
To render it, I simply use SKShapeNode and SKPriteNode with various colors, shapes and textures.
I enumerate all nodes (GKGridGraphNode) in my GKGridGraph instance, and for each of those nodes I get generate the corresponding SKNode (my SKNode generations is a component of each GKGridGraphNode entity attached object), and I set them a position, and add them as a child to my main node (let's call it mapNode) which is a simple SKNode. In the end it looks like a grid.
It works well for a 30/30 grid, I have 60 FPS while scrolling my grid (custom implementation, I modify my mapNode positon as the user move his fingers).
But as soon as I try a 50/50 or a 100/100 grid, I have literally too many nodes on the screen for the scrolling to works. I know I shouldn't add every of my node on the screen, so I thought about various strategies and I wanted some input on them:
Instead of scrolling my mapNode, I could render only the nodes I see on the screen, and then add/remove nodes as the user scroll left/right/up/down. So it's not really scrolling anymore, it simulate it. I can think of it, but not really how I should implement it in practice. Is it the right solution?
Maybe I could render all my node as one big node? Is there a way to do that? But then I'll loose functions such as nodeAtPosition, which I use extensively to get the entity (custom object) associated with my nodes.
Edit: Actually, my current code is open source, here is the scene in I'm rendering: https://github.com/Dimillian/LittleOrion/blob/master/Little%20Orion/Little%20Orion/scenes/UniverseScene.swift
Is there any other smart way of doing that?
SKTileMapNode was made just for this in Xcode 8
https://www.raywenderlich.com/137216/whats-new-spritekit-ios-10-look-tile-maps
Alternatively, you would only want to load the nodes that are in and near your current view. You would need an algorithm to do this, and would be a big headache compared to tilemaps.
I suspect the algo would involve checking which nodes are in the view's .frame' and then using 'addChild' on them--concurrently, add a reference to them to an array, which you would check against nextupdate()andremoveFromParent` if they were no longer visible ..
It would get hairy trying to optimize this though. The goal would be to load only a few nodes out on each end so that way you have some buffer in moving the camera (less updates).
You could create a math function to pre-determine which nodes are where in relation to the current frame coordinates--so you don't have to iterate through the nodes--but that would require even a lot more work and headache--and it's what people developing on consoles, etc, have to do with high-end games and limited power.
I recommend skimming through a Direct3d/DirectX/OpenGL game development book, just to get an idea of what goes into everything... They aren't hard to find: walk into a bookstore and look for the thickest / heaviest book--that will be the DirectX game development book.
You will see how what we can do with 30 lines in SK requires thousands of lines and vector calculus in C++ and low-level AV frameworks. It will give you an appreciation, understanding, and perspective of game dev, which will help you in your SK journeys :)

Memory Usage of SKSpriteNodes

I'm making a tile-based adventure game in iOS. Currently my level data is stored in a 100x100 array. I'm considering two approaches for displaying my level data. The easiest approach would be to make an SKSpriteNode for each tile. However, I'm wondering if an iOS device has enough memory for 10,000 nodes. If not I can always create and delete nodes from the level data as needed.
I know this is meant to work with Tiled, but the code in there might help you optimize what you are looking to do. I have done my best to optimize for big maps like the one you are making. The big thing to look at is more so how you are creating textures I know that has been a big killer in the past.
Swift
https://github.com/SpriteKitAlliance/SKATiledMap
Object-C
https://github.com/SpriteKitAlliance/SKAToolKit
Both are designed to load in a JSON string too so there is a chance you could still generate random maps without having to use the Tiled Editor as long as you match the expected format.
Also you may want to consider looking at how culling works in the Objective-C version as we found more recently removing nodes from the parent has really optimized performance on iOS 9.
Hopefully you find some of that helpful and if you have any questions feel free to email me.
Edit
Another option would be to look at Object Pooling. The core concept is to create only sprites you need to display and when you are done store them in a collection of sorts. When you need a new sprite you ask the collection for one and if it doesn't have one you create a new one.
For example you need a grass tile and you ask for one and it doesn't have one that has been already created that is waiting to be used so it creates one. You may do this to fill a 9 x 7 grid to fill up your screen. As you move away grass that gets moved off screen gets tossed into the collection to be used again when the new row comes in and needs grass. This works really well if all you are doing is displaying tiles. Not so great if tiles have dynamic properties that need to be updated and are unique in nature.
Here is a great link even if it is for Unity =)
https://unity3d.com/learn/tutorials/modules/beginner/live-training-archive/object-pooling

collision detection and creation in xcode class

I'm working on making a new app in xcode and have run into two problems that always seem to be a problem when I program large projects.
Basically, I want the user of this app to be able to input specifics like size, position, color, and possibly speed and/or direction.
These inputs will create a square of specific size, position, and color which will move around the screen and interact with other squares the user has created.
Now here are my problems:
First: I have absolutely no idea how to create something in code. I know I almost certainly have to do this in a class, but I've never figured out how to do this in a single programming language.
Second: Interaction between the squares. How do I detect collisions between the possibly dozens or hundreds of squares the user creates.
I'd really like to figure out how to do this, especially because I'm sure it'll be helpful in not only this, but many other future projects.
Thanks
I would recommend using sprite kit for the collision detection and creation of the squares. You'll probably want to subclass SKSpriteNode to define the properties for your squares.
https://developer.apple.com/library/ios/documentation/GraphicsAnimation/Conceptual/SpriteKit_PG/Introduction/Introduction.html

how to generate Tetris piece from a given grid

At first I think my question should have been asked before, but I didn't find what I want.
One element of this iOS app I'm developing is break a 8x8 grid into Tetris pieces (every piece is made of 4 blocks). Two particular question I have are:
what is the best way to represent a Tetris piece in objective-C?
what algorithm to present the grid into random Tetris pieces (and later on how to check if two pieces fits together).
Edition on 01/28
#livingtech, I think I implemented pretty much what you say, except the point of "having a hole". My code works with no hole at simple stage when Tetris block is two blocks only (yes, two squares, connected either horizontally or vertically), but at 3-square Tetris block, I would get holes. I just tested and out of 1000 running, I would get one without a hole. So definitely I need some mechanism to check if next square will be a singleton.
I been trying to do the same thing for my game. Though I am a total beginner, and I'm using XNA and C#.
But the way I'm trying to go about it is: 4x6 grid array
--y123456
X1-000000
X2-000000
X3-000000
X4-000000
Here,
0 signifies no block
1 defines a block
Algorithm
Start by taking the very first 0 in the array ( top left corner )
and randomly pick a 0 or a 1.
Randomly choose the coordinates based on x1/x2-y1/y2, decide 1 or 0.
If it is 1, then decide coordinated based on where that 1 was put.
If it was 1 on x2 y1, then decide if a 1 should go on next touching
coordinate.
If you just have to code in what coordinates touch and which don't,
and the logic will roll through.
I have mine set up bit different. But this is the basic foundation of my random Tetris engine.
I also found that making it like that really helps to have a whiteboard and make a drawing of the grid and label with your coordinates.
since ur board is 8*8, i think u can use a int64 to represent the board. each bit of the int64 represents whether the specific grid is filled or not.
Implementing Tetris is a hobby of mine. First implemented it in Windows/C. Then in Perl/Tk! Last implementation I did in Obj-C/Cocoa (Mac). In all cases, the game logic is the same. Only the UI stuff changes. I treat every little box separately and have a two-dimensional array which contains the presence (and color) of every "set" box on the board. Standard board size I use is 10 boxes wide by 20 boxes high.
Separately I keep track of the "dropping" piece: it's location and what kind of piece it is. Based on a timer, try to make the piece drop. If any of the boxes where the "dropping" piece would drop is already set, then stop dropping the piece and add the piece boxes to the "set" part of the board. Create a new piece, and start over.
It may not be the best way to implement it, but it makes sense in my head. From a pure OO perspective, each shape of a dropping piece could be a subclass of a generic shape class. Override functions that check whether the shape can drop, the offsets of the individual boxes in the shape, etc.
I don't think anybody has taken a stab at your question #2 yet here, so I'm going to outline what I would do.
Setup:
You'll need to represent your grid as an array of some kind. At the very least, you'll want some kind of boolean values, to denote whether each coordinate in the grid is "occupied".
You'll need to keep track of the pieces on your grid. This could be another array, this time holding references to the four coordinates for each piece.
You'll need a variable or variables to keep track of a coordinate in your grid where you'll start filling in pieces, (I would probably populate these with a corner to start).
Set up a "pool" of all possible Tetris pieces and rotations. (You'll want to keep track of which ones you've already checked on every iteration outlined below.)
Iterate:
Get a random piece from your pool that will fit into your starting coordinate. (If you want to get fancy, you could be smart about which ones you choose, or you could just go totally random. As pieces don't fit, mark them checked, so you don't keep checking randomly forever. If you get to a point where you've checked all the pieces, you have a solution that doesn't work, either back up an iteration, or start over.)
Make sure the Tetris piece you selected didn't leave a "hole", or empty space with less than 4 squares. (I don't know your requirements for solving this problem, so I can't say whether you should focus on speed or ease of coding, but you may be able to skip this step if you want, and "brute force" the solution.)
"Place" the piece, by writing it to your piece array and marking the coordinates filled.
Check for "finished" condition, in which all your spaces are filled.
Pick a new coordinate in your grid and repeat #1. (I would pick an empty one next to the previous coordinate.)
If this actual yet, I wrote test tetris app on Objective-C few months ago https://github.com/SonnyBlack/Test-Demo-Tetris . I think my algorithm not very well, but it working. =)

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