Aeal5566's Forum Posts

  • You do realize that the code does not translate BACK from text right.... You cant copy text and make it events.... I find it better to actually draw my code rather than type it...

  • In that video his frame rate is constantly below 60 also his animations suck.....

  • <img src="http://www.rombocket.com/VARITY/phoenix_wright_hold_it!.gif">

    <img src="http://techgeist.net/files/2009/07/phoenix-wright-objection.jpg">

    we should have the python forum in a subforum....

    I know this was done just my 2 cents

  • > *facepalm*

    >

    *fixed

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    ...it was a trap...

  • I says BACON let them burn in the frying pan

  • I wouldn't use "for each" for going through larger families. Instead try "Pick object by value", where the object would be your family. It will pick all objects the expression you enter applies to.

    I did a little speed test for that - in my project I have the family "Ships".

    I displayed an object counter in my debug console and told Construct to create fighters (member of ships) until the fps drops below 60.

    In my code I did:

    > for each (Ships)
       Ships('status') = "Idle"
          Tell ships to move to random position
          Set Ships('status') = "Roaming"
    [/code:1yvzsdlz]
    
    My object count went up to close to 1.600 before my FPS dropped below 60.
    However, when I tried this:
    
    Pick (Ships) by value 'Status' = "Idle"
    etc.
    
    My object count went up to close to 16.000 before my FPS dropped below 60.
    So this is clearly faster.
    

    in addition to the fact that you need a trigger it will add all Idle objects to the SOL JanMan needs to loop though each instance of the family so that it will only pick one at a time.

    Also Jan man why do you constantly need to be writing to the .ini file? if the player leaves the layout just write the values then constantly writing to the disk is slow.

    we also talked about this on the chat yesterday. If you have each object in the family with a private variable name your writing function would look like this.

    ->on function Save Positions

    ->for each [familyname]

    -->ini.writevalue(npc('name'),"x") value: [family name].x //the group is the NAME private

    variable of your NPC family Item = x

    -->ini.writevalue(npc('name'),"y") value: [family name].y

  • Thanks deadeye

  • nope it should just go right to the point at a set speed.

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  • wow I must have been really sleepy last night to put this in feature requests sorry about that.....

    I can do a move at angle in action script. but there is no nice commade for it you have to do all the math for moving at an angle.

  • ok so this isnt really a construct question but a logic question and I can figure out how to do it in code. I cant use construct for this project but I figured some one would help me.

    So in the game I'm making right now I have a square that bounces around and when I want that square to head towards a certain point.

    so I have square.x, square.y and point.x point.y

    now I need to move the square towards point in a smooth transition at a set speed. call that "speed"

    Im pretty sure I would use lerp to do this but Im not sure how to implement it.....

    even if you tell me how do do it in event logic I can make it work in AS3 I dont have any forums to go to for Action Scirpt at the moment...

  • This really should be a feature (even if its not till 2.0 comes around). I mean, with how pngs work, the functionality is sort of a natural possibility. Constructs current implementation might not set it's self up well for thast though, so oh well. Still I would absolutely love to be able to load up different color tables at any time, even if it were just for special effects or as an easier way to update a sprite set.

    The thing is it is not really possible at all with how the engine is. Basically a sprite is a textured plane and the camera is constrained to move on the x and y axis only. Construct is essentially a 3d engine that has been constrained to a 2d plane. so sprites are not actually sprites they are textured planes. This feature has been requested MANY MANY MANY times and the devs in general have said that its not going to happen because it requires too much processing time and will cause major slow down.

  • Once an object has been clicked once set a private variable to 1 and add a condition to check the variable in the raise and lower code. then make a new event for on mouse released terrain object set variable to 0 that should take care of the once per mouse click problem.

  • how is the player swtiching colors in your game. Will they even be moving when they switch? and if not they you are just begin way way too anal about this. and you could fix the problem by storing the animation frame they are on in a variable and then setting the animation frame when they switch.

    also for you giant wall of events you are using now you can put all that information in an ini file and then use one function to change it according to the values in the .ini file just store the values you need for each different color under a group and have a naming convention for each of the items then just use ini.itemvalue(golbal('currentColor'), "Item1"). and if you are worried about security just embed it in your cap and then out put it when the game starts and delete it when it ends.

  • DAMN YOU AUTO SMILY

  • Its rick astley......

    the forums did not like all the text so I had to make it smaller....