eleanorjmorel's Forum Posts

  • It's not about variables, but about: how do you store Data

    Data is like, your character's x position, for example. If you want characters to move, you add 1 to their X on every tick, then it moves!

    But if you want to change your code, you have to go through every single place you wrote the number 1, and change it to 2, if you want to move faster. But what if you change your mind again ? You can create a variable that contains the character's movement speed, so you don'T have to change it every time.

    What if you want your character to only move if you press a button ? You can add a condition, "on button is down" to your code and then your character moves when you press the button !!

    What if you want your character to move the other way when you press a different button ?

    What do you do then? Do you copy and paste your code, but add a - symbol in front of the movement speed variable? What about when you also can move on the Y axis, do you have to write even more code? What about when other objects can move, or can move at different speeds, ??

    Do you instead have the code to move your character be on every tick, and instead change the variable, if no button is pressed, the variable for speed is 0, if the button to go left is pressed, the variable changes to a positive value, and to go right, the variable is changed to a negative value. If you make it this way you don'T have to rewrite your code anymore !!!

    But there's a problem, pressing the moving key moves everything !!! What can we do about that?

    There's this thing called instance variables, every object in construct 3 has "instance variables"

    What if, when you press the button, instead of changing the event sheet global variable, you change a single object's instance variable, then you can use the one movement code only once and move everything independently !!

    What if you want to add acceleration to your code, how would you go about it?

    What would you need to do to be able to do collision detection ?

    Using variables is about thinking about these things, and the more you practice the better you get at it, and you can make more sophisticated systems over time !

    Get out there and make some cool stuff !!

  • How do i change the pitch of sounds ?

  • Large Isometric world: YES

    Take it from me, large isometric world person!!

    construct.net/en/forum/construct-3/how-do-i-8/object-outside-screen-not-155171

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  • show us, click on alien so we can see its propreties

  • you literally said you don'T care if the screenspace gets small I don't know what else you want

    what do you mean by zooming in or out ?

  • you can also use the keyboard shortcut, alt+4

  • Will you also add whether we can Zordering or not, and on top or bottom of the parent?

  • give us the solution for when someone googles this thread!

  • There's a lot wrong with this but, you could create a room and call it like, both name mashed together as a string or seomthing, and instead of using auto-join since you'Re saying it'S broken, create a room with that name if you'Re host, and when you're peer, ask singalling server for rooms like every second until you find a room that matches the saved room named from earlyer and join as a peer

  • try this on your smartphone it'S made in c3 strawberrypunch.com

    construct 3 is the best !!!!

  • No you forgot to define i (the loop variable) so your example doesn't loop.

    Doing what you said doesn'T make a difference

  • Hell yeah dude !

  • To understand why this matters and to give you some perspective, I'm not sure if you've seen my code before but it looks like this in my project https://www.strawberrypunch.com/

    because even taking the smallest amount of code like in the project I shared and converting it into conditions like this

    just adding one simple condition makes performance much worse

    because while less expressions are used, it has to loop through every sprite object twice, once to make it move, and a second time to check the condition for being outside and put it back at the beginning, instead of doing all of the operations at once.

    This is why I want better picking not limited to containers, because once a game starts to get as complex as mine, can you imagine the performance hit if all of those conditions i have in my actions were condition blocks, it would be a slog and my game wouldn't even be possible.

    That'S why I was so excited by this Scene graph thing, to make my code more modular and easy to use, loop through a smaller amount of children and apply to their parent, instead of looping through all of the parents to see if a "child exists"/"condition is met" like i have to do now