fieari's Forum Posts

  • As someone new to Construct, I'm curious as to what more experienced developers think would be the best method for handling collision detection in a game with multiple weapon and monster types.

    The most obvious method is to make an event to test between the player sprite and each monster sprite/monster weapon sprite, and then more events to deal with every player weapon sprite and every monster sprite. That's a LOT of events, especially as you add more and more weapons/attacks/monsters/monster attacks.

    An alternative method I'm considering is to have just one "Monster" sprite, with different animations for different monster types, and just one "Hero Weapon" sprite with different animations, and one "Monster Weapon" sprite. What do you think?

  • I'm curious about Construct's efficiency. How much time is devoted to checking events? Are there certain kinds of events that are faster than others? Are "Else"s better than just checking for the alternative condition? For larger projects, would it be very bad practice to have multiple events that have the same trigger (for organization or group purposes)?

    Do additional instances of objects cause more processor load, or just more memory load?

    In other words, where should I be directing efficiency methods towards, with an eye towards keeping things fast even when the game gets larger?

  • This may be another bug I'm experiencing, but I figure I'll post here and see if I'm doing anything wrong.

    I can't seem to delete objects or layers from my project, or any project. I select the object, press del, nothing happens. I right click on it, select delete from the menu, nothing happens. Likewise with layers. Click layer, press delete, nothing. Press the garbage can icon, nothing.

    A cap wouldn't really be helpful, because this happens for me with every cap I have, including tutorial ones.

  • There.

  • Ah, I see, the file is too big. Um, let me pair down the animations real quick, and I'll get it back up.

  • I posted the file to the upload forum, here. I'm definitely not disabling the group with the trigger in it.

    I've tried the checking for the animation frame thing, and it works as a work around, but it'd still be nice to do this the proper way. It'd make further coding a lot easier, for instance.

  • As requested in the Help forum, here's my project.

    Move around with the arrow keys, L-shift to run, Z to jump, and X to slash the sword. Slashing the sword should lock the controls until the slash is done, but as you'll notice, the "Animation "Slash" Finished" event never calls for some reason.

    Please forgive the 100% ripped graphics.

  • How does Animation Finished work?

    I have an animation set to not loop.

    I have two events:

    +On "key" pressed

    -Sprite: Set animation to "Nonlooping Animation"

    -System: Disable group "HandleAllOtherAnimations"

    +Animation "Nonlooping Animation" finished

    -System: Enable group "HandleAllOtherAnimations"

    But upon pressing "Key", the animation plays once, returns to frame 1 of the animation, and never calls Animation Finished, locking the animations there. Why? What am I doing wrong?

  • Thank you!

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  • I'm using the Platform behavior.

    I guess what I don't understand is how to add an event that isn't in the wizard. So I'd want to have an event where the condition is "Player[Platform].VectorX Greater than 300", but I can't seem to figure out how to put it in.

  • I want to set an object to a different animation depending on how fast it is currently going. I can't seem to find any way to access this data though, even though it clearly must have it as a variable somewhere, since I can set max speeds. Is there any way for an event to include a condition based on a sprite's speed, or other variable not in the list of things I can select in the wizard?