AnD4D's Forum Posts

  • Yeah, figured I'd need a new family. I currently have 21 and counting (very large game), so I'm trying to keep it down. Oh well!

    Thanks so much for the help!

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  • Thanks a lot! I appreciate the help, but I do not believe this method will work.

    My game has 4 ships that I need to do this with, and all are already part of a family. I have tried to alter your code to allow a second sprite to be linked in via the same family, but it does not work.

    I will go with your initial advice, and just use separate objects. I was trying to avoid this, as my debugger is slowly turning into a nightmare, filled with objects. Sadly, groups do not transition over, so I need to scroll through dozens of objects just to find the one I'm looking for!

    I greatly appreciate your help though!

  • I've also tried doing it using the expressions within the Parameters for X, but not having any luck with that either.

  • I'm afraid I do not follow. If I have a choose by UID 1 (which is the copy) I will then need to tell it which one to pin to... but when I add a choose by UID 0 (The original) I can't separate this, as the two will read "Choose by 0 AND Choose by 1". I've never needed to do this, so never learned this part I'm embarrassed to say!

  • Nope, can't get pinning to work. It just tries to pin itself to itself, rather than the original. You can only choose the object from a list, rather than code it in and add a UID to the end

  • Hmm, I guess that could work. I'd need to have the object spawn itself, offset it's Y position, change the boolean, then pin.

    Nice, this could be a winner!

    This the only way to do it? Wish I could add extra parameters to these things so I can more easily reference them. Say for example I only want the object to follow on the x access, not both.

  • Not a very clear title...

    I have an object that I want to move using the arrow keys. Up down left right.

    Now, I also want to have a copy of the exact same object copy its movement exactly, but its Y position at a +200 offset.

    I've set up a boolean which separates them, so the arrow keys only effect the correct one, but how do I add in some code that gets an object to follow itself, but with a different boolean?

    I could do it easily with a different object, but I'm trying to cut down on my use of sprites.

  • The FPS drop only appears to be because I have so many variables on screen. I have say 10 levels, and each of those levels have 5 local variables. When I load up level 10, I expect to only see those 5 local variables. Instead, I see all other local variables, so I see 50 in total! This is what appears to be slowing things down, the fact that I can see everything at once. I know I can click on the eyes and hide and show certain things, but doing this on a regular basis for so many things is just tedious.

    Better organisation should help FPS and ease finding things.

  • Nobody else using the debugger on large games?

  • Just a couple questions regarding the debug.

    I'm making a pretty large game, with a lot of data stored in variables. I'm starting to notice some concerning issues.

    In order to keep my project tidy, I'm setting up a group for objects of certain levels. This means I can find them easily. However, when I load up the debugger, I'm noticing that everything is just displayed in a long list. Sure it's alphabetical, but wouldn't it be quicker if the groups followed over to the debugger, meaning we wouldn't have to scroll through hundreds of items just to find the one we're looking for? Even if the debugger only showed objects that were on screen, or related to said layout.

    In addition, I see that local variables are displayed at all times as well when viewing the system screen. Again, wouldn't this be better if they were only displayed on the level associated with them, seeing as they serve no purpose outside of these levels?

    It's a great tool, but at the moment when I load up the debugger I lose 20 fps, and the bigger my game gets the more of a time consuming challenge it is to use it. It's a great tool though!

    Finally, I would like to request a pause on start button. Sometimes I want to see what my game is doing frame by frame, and have resorted to pressing play and then trying to remember where the pause button is, and hit it as soon as it appears. Rarely if at all works!

  • DUTOIT Nice - I'll give that a go then! I'm somewhat worried that it won't be able to handle it, but we'll see. Thought Crosswalk was only for Android. I've been away for too long!

  • > I'd love to get rid of Cocoon... but it's the only program that allows me to use the text box to enter names into my game.

    >

    > For the time being, I'm sadly stuck with it!

    >

    Is there a problem with the basic textboxes of C2?

    Aphrodite - Not to confuse it with the text object. As far as I am aware, textboxes are not supported by the other exporters. I'm using it to allow players to input names on the iPad, but I read and was told that Cocoon is the only one that supports textboxes.

  • I'd love to get rid of Cocoon... but it's the only program that allows me to use the text box to enter names into my game.

    For the time being, I'm sadly stuck with it!

  • Right click the event, and select the "or" button

  • I think that something happened in the latest versions of C2. I don't remember seeing this problem before, at least around the time that the lights-shadows system was introduced. I might be mistaken though.

    The plugin has always had this limitation. So long as you have more than one light, you'll end up with incorrect shadows. This is because the plugin is a shadow caster, rather than a light caster. If one light casts a shadow onto another light, said light will be in shadow. Very strange, but so far sadly unusable for me.