lionz's Forum Posts

  • Not sure what it could be tbh, maybe someone else can weigh in. The memory usage isn't too bad 100mb which is about the limit on mobile if you're using that. For me it's fine on PC in chrome.

  • Couldn't recreate what you're describing, player looks fine and visible in all layouts

  • If they are global variables they will persist through layouts but I guess your event sets them each time on start of layout? If you want to set it only once in the game you can use another variable, add a condition if it is 0 then set these values and then set the variable to 1 to make sure it never sets them again.

    Or if these are instance variables on an object that apply to player values then try using global variables instead.

  • You could use one array with the relevant info in columns.

    Using your items as an example it could look like this :

    (add/subtract) / (value) / (buff) / (turns)

    + / 2 / str / 2

    - / 1 / int / 2

    + / 1 / str / 10

    + / 1 / str / 3

    And you run through it like for each row,

    if y2 = str, if y0 = + then strength(variable)+y1, if y0= - then strength(var)-y1

    if y2 = int, if y0 = + then int(var)+y1, if y0 = - then int(var)-y1

    and so on.

    Then after applying the buffs you subtract 1 from y3 for each row.

  • That's an entirely different question you should create a new post as people may not see this answered post now

  • Build it in a way where there are not tons of objects in one layout. Probably do one large area per layout.

  • You could make use of groups on the event sheets, they are handy for splitting events into relevant areas. I think number of events running at once can affect performance but I imagine it would have to be a lot, but you can disable them using groups or not have them running all the time.

    There is also a guide of best practices which includes performance tips. You could take a look at that construct.net/en/make-games/manuals/construct-3/tips-and-guides/best-practices

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  • Great :)

  • Strange and impossible lol. You'll have to share the project file to work it out. Are you sure it's set to true, what makes you think so?

  • If you're saying that it switches a bool to true that doesn't exist in the function then it must be elsewhere in the code, or if that was an example and you mean it is switching a different one in the function to true then it could be any number of reasons. We can't see when the function is triggered.

    To make it foolproof I would bring the overlap family condition out of the function, and with that call the function, so it is like player overlaps costume, then call costume pick up function, this is more standard. You can send the family UID through the function as a parameter so you know which one was picked, in fact you would have to as things inside functions do not relate to instances picked by conditions outside of them, then use this family instance picked by UID to check its variable and such.

  • Looks like you are populating the first and second array in the same loop, I wouldn't do that. You need the first array ready first and you can view it in debug view to ensure it's correct. The reason you have gaps is because some rows don't exist yet. First populate an initial array then when that's complete start the shuffle loop.

    For question 1, that's not a problem your method of populating the array is fine when using an external file, my method was a quick way of adding some data to the array when I don't have an external file.

  • Made a small file dropbox.com/s/lebmbfijnr57r3t/shufflearray.c3p

    There are two arrays that represent the initial one and then the shuffled one with no repeats

  • Already answered when you posted it last time. You need a permutation table and loop through the index of this for the shuffle instead of random.

  • You should use an instance variable on the zombie object itself rather than a global variable.

  • You could have a text object where you append with newline for each action