Ethan's Forum Posts

  • What do you mean by variable names?

    Do you mean conditions and actions? In the event wizard click the object to see all the actions they have. If an object has platform behaviour applied to it then it wil have a platform behaviour tab where you can find all the platform related actions.

  • I've been developing my game in window mode and havent really given a thought to resolutions until recently since my game is progressing. Regardless i though i'd try it in fullscreen for the first time as a test but realised that on my widescreen laptop monitor the game is stretched.

    What can we do about this?

    Thanks.

  • So i ran my game in unlimited fps mode and it went to around 2000fps and my custom movements and fx were all over the place.

    I've started coverting things over to timedelta and switching between vsynced and unlimited to test things. For the most part things now work the same at 60fps as they do at 2000fps except some small inaccuracies which is apprently to be expected.

    My main problem is with opacity.

    I'd like my object to fade on when it's created, so i do

    for each object

    +every tick

    set objects opacity to objects opacity + 800 * timedelta

    At unlimited around 2000fps the fade on is at a nice looking speed before its opaque, but vsynced to around 60 fps and it happens so fast the object instantly appears opaque with no gradual fade visable, i guess it happens too fast.

    I can't seem to find a balance, shouldnt it appear the same regardless, or have i got the code wrong?

    Thanks.

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  • Thanks, that reduced and simplified my events somewhat.

    Have to get out of the mmf way of thinking.

  • At the moment i'm using fastloops to create multiple instances of an object at the same time and giving them a unique id and values, but i also tried doing,

    my conditions > create object

    set object variable id to 1

    create object

    set object variable id to 2

    create object

    set object variable id to 3

    all in the same event, but it didnt work. Should it work?

    I'm really just wondering, as my fastloop method works fine.

    Thanks.

  • Great update, thanks guys.

  • yes that works perfectly thanks.

  • I can't open the file, it gives an error, 'expecting class Canimation but recieved Clayout'.

    You're probably using a newer version?

    Thanks.

  • > But what this does is goes through the instances one at a time, rather than doing them all together.

    >

    What do you mean? What's wrong with that and what would you rather happen?

    They don't count down all at the same time, as i think they should. Instead it's like the instances are in a queue, when one instance reaches 0 another instances starts counting down, i want it to happen at the same time.

    Like i said removing the 'for if ' condition solves the problem but creates another, which is time is not independant for each instance. If one instance is counting down and another instance is triggered to start counting down a few moments later, the time is synchronized rather than acting independantly.

    Hope you get what i mean.

    Thanks.

  • for each "my object"

    +"my object" private variable "key" = "yes"

    do actions

  • I have a number of instances, each has a variable called timer.

    I want this variable to count down every second for each instance, so i tried,

    for each object

    +timer > 0

    +every 1000ms > subtract 1 from timer value

    But what this does is goes through the instances one at a time, rather than doing them all together.

    If i remove the 'for each' condition, it now works but each instance is synchronized rather than counting down indpendantly of one another.

    Is it a bug, or am i doing something wrong?

    Thanks.

  • Is that so the image doesnt get distorted?

    Not sure if i can use the tiled background object because it doesnt allow private values, which i need.

  • Thanks.

  • Say i have a sprite thats however many pixels in width and i want it to reflect how much health an object has.

    It has a private value, 100 being full health and 0 being dead, whats the maths to make the sprite width shrink proportionaly to the value?

    thanks.

  • I simplified my problem down as an example.

    What am actually doing is much more complicated but it boils down to what i posted.

    Thanks.