igortyhon's Forum Posts

  • Вы можете создать приватную переменную для спрайта Boss и переключать ее. Он будет реагировать, когда босс сейчас атакует.

    См. примеры для Constructor3.

    Вам нужно улучшить свои знания.

  • I will mark on the screenshot the events with which you need to be careful (red).

    For example you are checking if an object has left the sheet to delete it. If there is no green arrow next to the action then this event will be checked every tick about 60 times per second. But we don't need it that often.

    We can check once per second these objects and delete (green).

    And for example updating the text, you don't need to update the score every tick. You can do that after you get the score. Or every 0.3 seconds.

    And you can take that into account when building more complex games. On this small game, all of this optimization will not be noticeable.

    For example, I have groups with Boss behavior and they are inactive. But after spawning the boss I activate them.

    Of course there are events that have to be handled every tick and without this there is nowhere to go! For example the position of the camera and other motion objects...

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  • Hi.

    I've seen guys who added NFTs to their project on construct3 via javascript.

    But that project didn't become popular, so it's gone now.

  • It's because there are 4 player Sprites on top of each other.

    Exactly!

    You're right, I wasn't paying attention and didn't notice such an obvious reason!(

  • That's great!

    It's always better to find the problem yourself, it upgrades us!

  • It's hard to understand without code.

    Need c3p file.

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  • I studied your source code.

    I think the collision trigger has time to work several times before the object is deleted.

    I noticed such small problems with collision processing speed after some update.

    To fix it, add disabling collision as I showed in the screenshot.

    More on your game, you just do not get too upset. If the game for the PC, everything is fine. But if the game for smartphone, it takes extra resources and battery power. You have too many events every tick and just events without a trigger. It's not a problem, but you can do better.

  • No access to the file.

  • I changed the example with the camera.

    But it is very sad that you saw that this is not a platformer. But you missed the point.

    Only beginners hang the camera rigidly on the character or his invisible sprite.

    In a platformer it is very important to have clear controls and the camera becomes very sharp.

    It is much softer to create an invisible sprite of any size and move it through "Lerp".

    Please notice the elephant in the room if he is there!))

    dropmefiles.net/en/NPTsR5xG97

  • It's hard to know what's really not working for you.

    Here's a little example with this behavior. Maybe it will help you in some way.

    dropmefiles.net/en/45Av

  • Hi. The answer above is correct.

    Here are two great options.

  • This feature has been around for a long time.

    The same will happen if you create one button with two frames of animation. And when you press it, you will switch the frame number. If you don't add a delay it won't work well.

    As I understood the processing of the touch takes some time and during this time several conditions have time to work.

  • You use "For each" without further conditions. You understand that the engine will go through all the objects of the "FamEnemy" family one by one and this will happen every tick. That is, about 60 times per second.

    Put the "For each" action under the trigger or the "every 0.1sek" condition.