Chroma72's Forum Posts

  • Makes sense. And thanks for pointing that out.

  • So, I am creating 3 sprites in a function and setting them to Invisible. I then call another function that iterates the Sprite(s) and sets them all to Visible. The sprites do not appear.

    Maybe since the sprite creation and visibility settings are happening in a function, that the ShowSprites function is being called/finishing before the CreateSprite functions are finished?

    Putting the System Wait for 0.001 between the sprite creation and the ShowSprites function makes it work. But I'm wondering if there's a deeper problem.

    Pic attached so you can set up a similar experiment.

  • Worked like a charm. Thanks Kyatric!

  • I accidentally saved my project with the r252 beta release and now can't open it in r25102 stable release.

    I went into the project.c3proj and changed all r252 to r25102 and now I can open it in the C3 r25102 stable version. Is this safe to do? Or could it cause issues? BTW, I have NOT used any of the new features in r252.

  • Yep, an int set to 0 or 1 is what I'm doing now. Was hoping there was some secret to it or I had missed something.

  • I have already used AJAX and JSON to load the appropriate json file and all works well. One of my attributes in the json is a bool. It is set to false. How do I assign my Sprite bool variable to the value of the json bool value?

    I know I can do a sub-event and do a if json value = true then set sprite.mybool to true... But is there a way to do it directly?

  • So let's say I want to add a Vector3 style 1d array to my sprite. Currently I would add three separate variables to it (X, Y, Z) and call it like this: Sprite.X, Sprite.Y, Sprite.Z. The variables list can get really really long.

    What does everyone think about being able to add a 1d array style behavior to a Sprite (such as [3]) ? For instance if you added a 1d array named 'myArr' with a length of 3 to your sprite, you would call it like Sprite.myArr[0], Sprite.myArr[1], Sprite.myArr[2].

    Opinions?

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  • So in my case the empty object would not be a few off-screen to track variables. Each image sprite would have an empty object parent. So there would be a LOT of empty objects moving around using behaviors and other plugins. I think that was the whole basis of requesting an empty object, to use as parents for a great number of sprites, not to use a few off-screen to tracks variables, etc.

    The parent use for thousands of sprites lends credence to creating an empty object plugin for sure. Also, what SnipG said about the impact is interesting. With sprite invisible and collisions disabled, sounds like they are still in the render and collision lists and being checked against to a certain degree?

    Reading everything again, I don't know if there are many projects (if any) that would be impacted by having a lot of invisible/collision-disabled sprites being used as an empty parent object. It doesn't impact my project at all BTW.

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  • So my original issue that triggered my empty object suggestion was that I discovered you can't move/reposition a sprite itself while actively using the Orbit plugin on it. So I was looking to make the sprite a child of an empty object and move the empty object with Tween while doing the Orbit.

    I ended up creating a 16x16 yellow filled sprite named Empty (to make it easy to see on the Event sheet), making it invisible and turning off collisions and adding the Tween behavior to it, and using the Orbit Pin feature to pin the sprite to the Empty sprite. Now I move the Empty sprite with Tween and the sprite moves with it and can orbit with no issues.

    I do agree that a scenario of 1 million empty sprites causing a slowdown is extreme and not realistic. On the flip side, maybe an empty object would be a good project for someone in their spare time as a third party addon.

  • Thanks for the reply Diego. If there's no chance for an empty object and a hidden sprite is negligible then that works for me. You know what's under the hood of C3 after all.

    No offense newt, but I can see why you have over 10K posts... ;)

  • Just set the sprite to invisible so it won't be rendered.

    Already addressed that. :)

    Yes you could use a sprite and hide it but a dedicated Empty Object would be better performance wise especially on older mobile phones.

  • I only have good things to say about Scirra so far. C2 was probably lacking and they realized that, hence C3. Which IMO is a great small to medium sized game creation tool for mobile and web, and it fits my needs really well so far. I haven't hit any walls with not being able to implement a feature or idea yet (but empty objects would be cool..hint hint!). I did find an issue with the tween scaling and filed a bug report and they fixed it surprisingly fast (kudos to you Diego!)

    I did finally watch a video of the latest release and quickly realized Ashley is a guy lol. All this time I thought he was a she (not that it matters!). But funny nonetheless.

    Anywho, I plan on using C3 for several projects! <3

  • An empty object that has instance variables and behaviors would be a godsend. Just like unity has an empty object which is great for using as the parent object. It would add so much more functionality and options. This would kick C3 up a notch. Please consider adding this to a beta.

    Yes you could use a sprite and hide it but a dedicated Empty Object would be better performance wise especially on older mobile phones.

    Basically you could take the official Sprite Addon and rip out the rendering and animation and any other unnecessary things and wala!

  • I would definitely give C3 a go. Since the IPad Pro isn't working out, you could get a cheap Chromebook to handle coding duties. I have a small to medium sized project and I originally started it in Unity. After a month I realized Unity was overkill and was adding a lot of unnecessary complexity to my project. So I restarted my project in C3 and have made ungodly amounts of progress. Definitely look into the AJAX and JSON objects and how to load array.json type files. Makes level creation much easier.

    Also, code for a few days, then spend a day reorganizing your code within Groups and put comments in. If you don't it can easily become a bit hard to manage.

    Just my two cents from having been down in the weeds with C3 on my game.