bcgreen24's Forum Posts

  • 13 posts
  • As noted in the memory usage manual guide, the initial objects placed on the layout are used to determine what to load when loading that layout, which helps optimise memory use for layout-by-layout loading.

    Thanks, Ashley-- that article is very useful!

    Bryan

  • Thanks, that worked!

    Bryan

  • But why do they need to be displayed in the layout? I'm not aware of any other game engine that does that...

    You could just as easily just list the objects in a panel.

    Bryan

  • Is there any particular reason why object types need to be dragged to the layout to add them to the scene (if they're not going to be initially visible, of course)? It really bugs me to have all these objects littering the layout (especially when the number grows to be dozens or more objects).

    If objects are only going to be instantiated via code or actions, I don't see the point in having them visible in the layout.

    Bryan

  • But that's what I'm already using ('Set Balls to track "" of the next timeline'). This is the 'Set Instance' action of the timeline.

    Bryan

  • Is it not possible to have multiple objects of the same type controlled by a single timeline? I'm testing with an object (sprite) called 'Ball' which is also in a family called 'Balls'. In the case where I'm assigning the ball to the timeline, only one ball moves. In the case where the family is assigned to the timeline, none of the objects moves...

    And is there a way to assign an object type to a timeline versus just instances?

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  • I finally found the 'sprite size' button in the spriter editor toolbar-- not sure why I kept overlooking it, other than the fact that it looks like a 'maximize window' icon to me. :)

    That being said, thanks for the video! Lots of great information in there.

    Bryan

  • OK, I give up-- how do you change the dimensions of a sprite from the default 250x250? I can't find an option for that anywhere....and when you use the property panel to change the size and then go into the editor to edit it, it's still set to 250x250....

  • I'm also having music looping issues; my background music loops perfectly when I test my game from C2 (i.e., via a Web browser)-- but when I export and build for Android, there is a pause between each loop.

    Is there a way to avoid this?

    Thanks!

    Bryan

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  • Thanks, saour-- I'll give that a go...

    Bryan

  • Hey, folks-- what's the best way to prevent collisions during an object fade out (after a collision with it has occurred)?

    I'm having an issue where a game's score is being increased multiple times when two collided objects stay in contact with each other during the fade out I have set on the object being destroyed...

    Thanks!

    Bryan

  • Hmm...reinstalled and everything is fine again.

  • Hi, all-- I have an object that fades out after a collision with another object, but even though I have the 'Destroy After Fade' option turned on and have even tried to trigger 'Destroy' after 'Fade End' in my event sheet, it does not get destroyed (other objects can still collide with its invisible form).

    Am I doing something wrong, or is this a bug?

    Thanks!

    Bryan

  • 13 posts