Je Fawk's Forum Posts

  • Greetings

    I am wondering if there is any limitation on using the "On start of layout" trigger. Does it depend on the device? Do they trigger in the event sheet order (top On start of layout first and subsequent ones down the path?)

    Is it bad practice to use more than one? I would expect so, as from c# programming for example having more than one Window Load event is not a good idea. However I am interested to know if there would be any problems as my project would be much better organized if I could use more of said triggers.

    Thank you for your time reading this

  • Oh this was for Construct 1! Oh damn, sorry, my bad. Thanks anyway chrisbrobs !

  • Link to file-

    https://dl.dropboxusercontent.com/u/22173473/AdvancedColour.cap

    It's a .cap file :S not capx hmmm

  • Yep. Gief capx :F

  • Thank you for the details

  • Thank you very much LittleStain !

    If the event sheet would be more complex, would the wait need actually more time? Like wait 0.5 seconds?

    I still don't understand why without the wait it doesn't work. The way I see it is that the object is getting created, then the engine jumps to the on created event which pins it. I really don't see how the engine doesn't do what it looks to be something really simple and basic.

  • Greetings everyone

    I got a pin behavior which initially was in the same block where I created the sprites. Now I wanted to organize my project better so I created some "On Created" events in which I added the pin behavior too. This did not work. I do not understand why it did not pick the correct instance to pin the sprite to.

    I've attached a capx showing my problem.

    Is this a bug of the game engine? Am I not fully understanding how On Created event works?

    Please take a look and tell me if you can spare 5 minutes. In the event sheet you will find 2 comments telling you how to replicate the bug.

    Download capx: http://www.jefawk.com/games/PinProblem/PinProblem.zip

    Thanks for your time

  • I'll take your word for it for the moment Ashley

    If I had enough time I would have tried to see if there's any performance gain/loss on a crappy device I got.

    Thanks

  • Greetings

    I have a project with a lot of different sprites. I'm making a point and click adventure game. The estimated number of interactable objects is around 500-1000.

    Now my question for debate would be regarding Families and how they affect performance.

    I would like to use several families, all holding the all the objects.

    One family for the localized description, let's say "ObjectsDescriptionFamily" which would hold instance variables of the sort "ObjectsDescriptionFamily_EN" , "ObjectsDescriptionFamily_FR", etc, for all the languages that my game will support.

    Then I would have a family with the object's positions, like InitialPos_X, InitialPos_Y, CurrentPos_X, CurrentPos_Y, etc

    And the list would continue.

    What would be the performance difference between using let's say 5 families holding all the objects but certain instance variables each rather than 1 family holding all the objects with all the instance variables?

    Would the game perform better if I would drastically reduce the number of instance variables and replace them with global variables?

    Like instead of having Object_0001.ObjectsDescriptionFamily_EN = "description string" I would have it pointing to Object_0001Desc_EN_globalVariable, and this variable would hold "description string". The global variable part would help with organizing the project much better.

    I'm eagerly awaiting your thoughts on these 2 matters: 5 families vs 1 and family vs global variable

    Cheerio!

  • Thank you very much LittleStain

    I'll be using pick top/bottom

  • Greetings

    I have 2 overlapping square sprites. They overlap only in a corner.

    I also got an click or on touched object event. This event fires for both of the sprites if I click in the corner even though, in my opinion it should fire for the sprite on top.

    Thanks anticipated.

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  • I figured out a quite complex solution if anyone has this same problem again.

    You make a family with all the overlapping items and you assign it an instance variable say OverlappingNumber.

    Every 0.1 seconds (less or more, you decide based on the resources available) you set the whole family's OverlappingNumber = 0

    Then under Every 0.1 seconds you add this event: for each family member you check if the family is overlapping with Sprite1, then in another event, Sprite2, and so on you write a huge bloody list for every sprite that you want this specific overlapping fix to add to. If it is overlapping you do Sprite1.OverlappingNumber + 1.

    After that it's just a matter of testing if the overlapping number is less or equal than 1 when things overlap.

  • Greetings

    I have run into the following problem:

    I have 3 sprites: 0006 (pink), 0007 (pink), 0001 (green). I want to make something happen when 0007 overlaps 0006 with nothing in between.

    This does not work. Apparently the overlapping triggers even if there is something in between the objects. If I stack all of them together

    0007

    0001

    0006

    like so, the overlap event will trigger; and I wish that to not happen since it's wrong. (bug??)

    I tried different things but none had any results. I have attached an image where the 2 pink sprites have their opacity decreased because they overlap, but they overlap in theory cause there is actually something in the way blocking the overlapping.

    Any suggestions?

    Thanks in advance!

  • Awesome thanks

  • Problem Description

    Selecting objects from the Object window with the keyboard arrows does not select that object in the Properties window. Only clicking on them via the mouse will also select that object to view it's properties.

    Attach a Capx

    -

    Description of Capx

    -

    Steps to Reproduce Bug

    • start a project
    • add some sprites
    • notice they appear in the Objects window
    • select a sprite with the mouse from the Objects window
    • notice the properties window is modified according to the object selected
    • navigate through the objects in the Objects window using the arrow keys
    • notice the properties window does not change showing the properties of the object selected via mouse click only

    Observed Result

    The Properties window does not select the object navigated to using the keyboard arrows.

    Expected Result

    I expect the Properties window to show properties of the selected object no matter what input method was used to select such an object.

    Affected Browsers

    N/A

    Operating System and Service Pack

    Windows 8.1

    Construct 2 Version ID

    r 200

    This bug has been around for quite some time now.