EpicRaid's Forum Posts

  • Hello,

    I was thinking of using an assets layout.

    My game is currently - according to Construct 2 - using about 40 MB of memory. That's for the one layout I have.

    Is that a lot? My previous projects had much less. I am currently using one single background sprite which holds different images for different levels. It also moves infinitely from left to right. Is it better to have seperate sprites for this? I'm using sprite because tileable background doesn't support frames and I would get like a ton of different backgrounds on one screen.

    Now I find it really, really convenient to use one 'level' layout, one 'menu' layout and so on to limit the number of layouts.

    What's better, use multiple layouts? Then I would have to use an assets layout for convenience. I tried placing them all on a seperate layout but for some reason I can't bloody figure out sometimes it wouldn't pin or spawn them on the level layout!

    What are good ways to reduce memory size and best practises for layout use? Multiple layouts for different levels? Or one, but load them from an assets layout? But why aren't they always loaded?

    Thanks!

    • R
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  • lol, I've got that kind of stuff going for me all the time. Sometimes it's because I don't quite understand it all yet, but most of the time they're errors made by myself. For example, you forgot to add an instance variable or forgot to change it after cloning. Or replace errors after replacing objects in the code.

  • This is a very nicely done game. I didn't play for long though, was a bit dull to me. But I really like the shadow/light dynamics, how the block zombies act.

    Didn't see any instructions menu. Personally I think its a good idea to implement it just before the zombies come at you. For example, you can fool around within a set x and y to test controls (indicated on screen) and press enter to start the actual game.

    Or simpler, just a screenshot of the level, and the instructions on top of it, and 'click or press anywhere to play'.

    But of course, the game could use progress. And upgrades are always nice. I'm sure you heard of that flash game 'The last stand'. OK so I digress.. good luck.

    • R
  • Haha, I'm not sure, I just took the example from the tutorial. Is it not necessary? I thought dt was used to make it go smoothly. So it won't change angle instantly but move towards it.

  • You might have overlooked it.. but there is a condition that does that, two actually, 'Is overlapping another object' and 'Is overlapping at offset'. Perhaps you're trying to test overlap to something other than a sprite object?

    So.. just go Add event > select a sprite object > is overlapping another object > choose the sprite to compare overlap > add actions.

    • R
  • Well, looks like I managed to get what I want with a little help from this tutorial:

    https://www.scirra.com/tutorials/1350/understanding-rotation-and-angles

    And how I got it:

    It works nicely.

  • Hello,

    perhaps a little bit of a noobish question, is rotate towards angle supposed to rotate smoothly, rather than instantly?

    I want my spawned missile to rotate 90 degrees counter clockwise (missile default angle is 0) smoothly. I thought that 'rotate towards angle' did that but I'm not sure.

    Or how would I go about doing this?

    Thanks.

    • R
  • 99Instances2Go You're a champ!

    That works perfectly.

  • 99Instances2Go Wow, that simple? Amazing!

    I'm going to implement it right away.

  • Oops, didn't refresh.

    Let me look.

  • Hello,

    thanks for your reply!

    Yes that does look a lot more simple than what I was trying to do. Your sample .capx works nicely.

    Hey, I own a Construct2 license so I can use families. I did try LOS once, but I had some issues with the cone of view, and it didn't work out for me.

    Since I want the cone of view to 'detect' in a 'straight line', I set the cone of view to 1 or 5 for example. Otherwise it would detect a vehicle above itself or below and I didn't want that. However it only worked for me when I set it to 360.

    Do you think it can still be possible to use LOS then? LOS is something I think I can grasp. Of course, I can use your sample above, but I'm curious as to what I did wrong with the LOS.

    Thanks again.

    • R
  • Ok,

    so I *think* I'm grasping this.

    This is just a portion. I made the same group for BRDMScout, which speed is 35.

    The BMP2 will slow down and adjust to T72 speed.

    However, the BRDMScout adjusts to BMP2 original speed (27) so it's still overlapping the BMP2. How do I make it adjust to the 'new' speed of the BMP2?

    I tried doing something with (local) variables but of course that only works if there are no copies of the same object on screen.

    Any ideas?

  • Hello,

    thanks, I tried downloading but my browser (Firefox) says it contains a virus, lol, so I can't download it?

  • Hello all,

    Well, I'm wanting to be able to "slide" the object left or right -> dismiss object. On click once object will rotate. Slide up it will go up. I got it made so the object can be "slide" up but I could only choose horizontal or vertical or both.

    Hopefully I made it a bit more clear.

  • Hello wizdigitech.

    Thanks for replying, I tried that once but didn't get the desired results. How would one program this? One sample will do.

    Thanks.

    P.S. There are vehicles which travel at different speeds. For example you could have a row of vehicles where the front one travels at 20, the second 30 and the third 50. Will overlap at offset work for that?

    -R