jobel's Forum Posts

  • - When "repeat" and it has variable to check then add to the same variable, is it only checking that variable on each repeat or only on start of the loop?

    I think a Repeat only happens once in a tick. I think it's only a shortcut instead of you having to copy & paste the actions you want repeated.

  • the way I understand it is each tick (@ 60fps) has the potential to be executed up to 16ms after one another. But it's usually a lot less. the actual time varies from program to program and computer to computer.

    If you add 1 to a variable every tick, by the time you get to 6... approx 0.1 seconds of wall clock time will have passed. (this will vary a tad). You could use dt to make it more consistent between computers.

    if you are changing things in subevents I think they are done at the "end of the sheet", so you have to wait for the next tick for the results to update in the next top level event. Maybe this is causing a problem for you?

    EDIT: meant to say tick instead of Action on the first line

  • first, comment your code.. this is not easy to look at.. you'll be doing yourself a favor when you don't look at it for a few months and return to it.

    that Wait could be a problem since it's executing the wait and in that time the player might move out of range and then the max is then set to 130.

    I would think about using distance() instead of X +/- might be easier to do.

    sidenote: you should do less than or equal to 100, since the way you have it, the value 100 is not being represented at all. Your character is probably moving all over the place but technically you might want to cover 100. If some how the distance is 100 and player and sluggo are stationary.. no code will be executed.

  • here's an inventory.capx that I downloaded from someone.. (not sure who)

    https://dl.dropboxusercontent.com/u/362 ... ntory.capx

  • I have 1,900 Events in my game right now and I have very good performance even on lower end (modern) computers.

    Of course all the events are not running all the time, I think that's key.

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  • no worries, I could sense it was something easy... if there was a real problem/bug these boards would be lit up about it..

  • I can't view the capx, it's no longer there.

    but your game has no sound for me.. in Chrome or Firefox.

  • I don't think cocoon.js is still supported... I don't use it myself.. but you may want to look into it..

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  • but Is Overlapping will give True if one instance is overlapping and will not trigger again if a second occurs while the first is still true

    oh cool, I wasn't aware of this... I only use isOverlapping for laser beams...good to know, thanks!

  • fisholith if by 'monstrous' you mean 'awesome', then thanks!

  • yes I'd have it read from an online DB that you can modify if need be. i.e. delete mistakes etc..

    how many users will you have at once? I would only allow "adds" to the DB as it's a much harder system to put in place if it allowed people to delete pins they've added.

    I like using RexRainbow's CSV plugin, it's easy to use, I use it instead of arrays a lot. Although I have to admit I've never written it to a central place where multiple client-apps are reading from it. I also saw another of his plugins called Firebase.. might be overkill for what you are doing, but worth a look.

  • no, collision detection is optimized.. it wouldn't be any good if doing your own collision testing was better/faster.

    better to have less points in your collision poly

    also put collision triggers in groups that can be deactivated when you know for sure those objects are not to be tested for collisions.

  • best to post a dropbox link to a capx..