Citnarf's Forum Posts

  • Thanks! Thats exactly what i wanted to hear.

  • Does anyone know if having multiple event sheets active on one layout is any worse on performance than just putting everything onto one event sheet?

    For example, i prefer to have just about every object in my game have its own event sheet, but is this inefficient performance wise because the runtime has to read from multiple event sheets?

  • Have a look at this video:

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  • Ahh thanks a ton guys, your right i didn't read the text in the wizard at all .

    R0J0hound, i will definitely give your timer idea a shot, thanks!

  • http://dl.dropbox.com/u/6660860/timer.cap

    This is most likely me being an idiot, but could anyone explain to me why the "bad timer" counts the milliseconds so slowly? You will notice i am increasing the Millisecond variable by 1 every 1 millisecond and then resetting it to 0 when it reaches 1000 (1 second) and then increasing the Seconds variable by 1, but it takes FOREVER to reach 1000.

    If you look at the "good timer" however, if i simply increase the seconds by 1 every 1000ms it works just fine.

    I hope i made sense here.

    Thanks

  • Wow.. that was just.... wow... AMAZING! Well done!

  • http://dl.dropbox.com/u/6660860/smoothzoom.cap

    Left Click to Zoom in

    Right Click to Zoom out

  • using 'Set Activated' is an option but using 'Ignore Input' is better because in many cases you want the sprite to get affected by the properties of the behavior like gravity etc. but don't want it to respond to user's input.

    An example would be that suppose if you want to switch controls between 2 sprites with Platform behavior. If your one of the sprites is in mid air(jumping) and you disable it's platform behavior, it will hang in the mid air and the control will go to the other sprite.

    Here is an example of ignore input.

    http://dl.dropbox.com/u/5811650/Help%20 ... ntrols.cap

    While that is good for your example, its not very good if you have 2 movement behaviors on the same object as the OP said. If you have platform movement and physics behavior on the same object for example, and have both activated you will get weird results.

  • Woah, this one has me stumped!!! At first i thought it must be the timer so i tried spawning the bullets every x milliseconds... nope still crashes. I have tried toggling all the events off except for the bullet events and it still crashes, so it has to have something to do with those bullets (as you already stated). Of course, it doesn't crash when toggling off the bullet creation event.

    I decided to try and make a .cap with the same amount of objects that spawn the same amount of bullets at the same time intervals and it works fine .

  • 0.99.84 Seems very stable to me, its only crashed once due to my own mistake. The only thing that's annoying me about it is how buggy the family functionality is at the moment, mainly just the family.count bug though (although there is a workaround and that is to instead of using familyname.count you use countmatching("familyname")).

  • Thanks Silent Cacophony, i thought there must be a better way to do it.

  • Spooky . The admin bots are taking over!

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  • Wow this is quite awesome. The opening cutscene was great and the game feels really polished. Nicely done!

  • No problem.

    Don't feel stupid I'm ALWAYS doing stupid stuff like this .

  • Its because in the event after your creation event, your resetting the X position of the clouds to 0 every 20ms.

    It should be:

    + System: Every 20 milliseconds

    -> cloud1Blurred: Set position to.X, cloud1Blurred.Y - 5