DerrikTheCleric's Forum Posts

  • 9 posts
  • Having struggled with this for a while I found a workaround so wanted to share.

    Firstly, I followed all the advice with resetting One Drive, clearing it's cache, unlinking and linking etc, nothing worked.

    My first workaround, suggested on other forums was to just save to a local drive that is synced with your cloud. Works fine.

    But I've just discovered another odd workaround.

    If you select save (instead of Cloud save), then when your windows explorer comes up, pick your actual Cloud drive, the project will save fine directly there no issues. I can only assume this is because this uses your windows authentication rather than construct, who knows, it works though.

  • Hi,

    Suddenly, I can no longer save to one drive.

    I can still read from there.

    Nothing has changed on my Microsoft Setup.

    Anyone else had this issue / resolved?

  • Hi there,

    I'm considering setting up event groups that will be enabled / disabled at very short intervals. Hoping this will improve performance by avoiding all events being tested 50 times per second.

    I would set up one event group to enable / disable (i.e. Run once) every 10 seconds (for spawns), and another to run 5 times per second (instead of 50) for the HUD display items (scores, radars etc).

    What I want to know, is the overhead with enabling / disabling at this frequency actually going to end up making it slower than just executing everything 50 times per second?

    Would the alternative of using the 'every X seconds' be better for performance?

  • Hi,

    You showed me that it definitely worked and your demo gave me a nice clean object to test out scale tween without all the other noise going on in my own project. Honestly, you've saved me hours and hours of head scratching. You've also reminded me to set up my own mini demos to test stuff out so that lesson will mean I'll save time with other stuff in the future to!!

    Thanks again.

    P.S

    I've made the change in my project now (only re executing a ping pong scale tween at the end of the cycle rather than on every tick) and it's working like a charm.

  • Ahh, thats cool. Your example has made me realise that my issue is with how tween scale is working and nothing to do with what I thought.

    If you change your example so that the Tween is Scale, x=2, y=2, ping pong loop and then run it and click a few times you will see the sprites grow out of control. Thats my issue :)

    I just need to turn off the loop and only re-execute the tween after it's finished a cycle (i.e Scale needs to be back to 1 before running again). You, see I need to tween on every tick and they are exploding :) I'm trying to pulsate them but all at different rates based on how old they are (which is my instance variable)

    You are a star, thank you so much for taking away the pain :)

  • Let me just elaborate slightly.

    The tween successfully picks up an instance variable into its time parameter, but it then applies that time value to all sprites being controlled by that tween. I want it to only apply to that one instance of that sprite.

    Basically, I'm asking for a single tween to be concurrently operating with different time intervals for different sprite instances.

  • Hi,

    Thanks for replying.

    I've tried that but it just applies the time value to all sprites being controlled by they tween anyway.

    I'm beginning to think that it's a constraint of Tween that it applies to all sprites.

    I'm going to try setting up a tween for each sprite (with a UUID tag) to get around this.

    Please let me know though if you think I'm missing something.

    Thanks again.

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  • Hi,

    I'm using a tween to ping pong scale and I'm trying to get the speed to vary depending upon an instance variable.

    I'm able to add my Sprite.instancevariable into the Time parameter box but when I execute, the time for that tween is applied to all sprite instances.

    I want it to set a different time for each instance depending on that instance variable.

    Any ideas :(

    Tagged:

  • Hi, Not sure if this helps but mine runs fine on GoDaddy.

    Apologies if you've already tried all this.

    My unzipped game is in a folder under the public_html folder on GoDaddy.

    I have a WordPress website, I added an HTML block to a page and inserted:-

    <iframe src="https://www.MYWEBSITE/MYGAMEFOLDER/index.html" width="600" height="200" scrolling="no" noresize="noresize"></iframe>

    I have linux deluxe hosting with cpanel and wordpress and SSL for my godaddy account.

    Hope this helps :(

  • 9 posts