LaDestitute's Forum Posts

  • Yeah, the capx is a dead link too.

  • Here, made you a gif:

  • You can use invisible hitboxes for the rail surfaces and use if overlap checks.

  • Forget picking by instance variable. Just pick by UID.

  • You're probably either forgetting For Each or forgetting to pick by specific instance.

  • Probably possible, yes. You should do some sort of check for collision with a rail and then change animations accordingly. Be sure to change state (if using a state system such as state "Attack" or "UseItem")/animations once they're off the rail.

  • You could probably use dictionary or array, save it to json and import as json upon loading.

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  • Debug mode's profiler says that event sheet 1 is all of the high% CPU utilization here. That should give you a hint of where the CPU usage is being drawn from.

    You have multiple culprits here, apparently, which are:

    *Your "Repeat 100 times" loop

    *Your A function

    *Your For Each SpriteFamily event-chain

    All of these are draining about 50-70% in increased CPU usage, so you may want to improve them or find ways of doing this without constantly polling Construct 2 repeatedly. (i.e, per tick stuff, repeat x times, etc)

  • Have you tried looking at the debug mode preview? There's a section you can click called Profile, which gives cpu utilization stats, divided by your event sheets.

    It should be able to give you an idea of what event sheets are causing the brunt of increased cpu utilization (if any) and help you narrow it down. An example is having an event poll C2 every tick, that's somewhat cpu intensive at times.

  • Just my opinion but if you go running for a plugin every time you need to do something a little complex you are missing an opportunity to learn how the behaviors work and you will struggle more in the future when things don't work and you have to debug your events.

    Plugins can be helpful but some are also known to crash and in a commercial game that would be a terrible thing to have happen.

    Third-party plugins are nice and all and are probably the way to go if you're concerned about what's easier/what's a better way to do it but...

    One scenario I have is where I'm building a gamekit/sdk, and I want it to work out of the box completely, so I'm avoiding third-party plugins at near all costs.

  • Please search and/or look at the How do I sticky next time before you ask stuff like this.

  • made a little little tilemap editor for my PCG level chunk generator (trying to do something similar to what spelunky did with level generation)

    If you haven't yet, check out this video on Spelunky's level design:

    Subscribe to Construct videos now
  • Wouldn't setting solid behavior for wall objects just work better and not require any events?

  • Global variables are better in this instance than what mercuryus suggested, as instance variables will reset/delete unless you have an object set to Persist. Global variables persist across layouts and dictionaries can be used to store the flags for them across sessions.