LittleStain's Forum Posts

  • Ok, at first glance there are very many issues..

    The hero event sheet can be a lot shorter when using subevents..

    Most system every tick conditions are useless, because if they weren't there the conditions following would be checked every tick anyway..

    You are not optimizing your images..

    For what you are trying to do, using the tilemap object and or tiledbackground and or 9-patch would be much better than 140 of the same sprite on screen..

    This also causes the huge amount of collisionchecks for even sprites that can never be collided with check if they are colliding..

    I will try and optimize what you have and put comments with it..

    Might take some time though..

  • It's not my project, is it?

    I bought Construct2 two years ago, started working with it much earlier than that and have never needed that plugin, so I won't be needing it now..

    Maybe your project needs it, but that doesn't mean I will install it..

    I'll be glad to help you on your game, but that doesn't mean I should clutter up my construct2 plug-ins-menu with stuff I'll never use..

    The question is Why..

    Why is it a requirement?

    Why would you expect someone who doesn't need it to download it?

    The question could also be Why not..

    Why not use the build in platform behaviour?

    ..

    BTW, my explanation about the collisionsprite should work regardless of what behaviour you are using..

    So all you will have to do is set up events for what I said..

    I just won't be able to do it for you..

  • Why would I download and install something I never used and will never use in the future, just for you?

    Just because it isn't hard doesn't mean it makes sense..

  • Well I see you have around 460 objects on your layout and an extremely high collision-count..

    I'm not sure why you'd need 156 of the same tile objects, but there might be some logic behind that..

    Also you should check if you aren't creating new objects every tick or are checking things every tick that could be checked less often..

    Without seeing the capx, I don't think I can give more info..

    Could be your events, could be the amount of objects, could be the memory size of the objects..

  • Your capx uses a plugin I don't have/use (gamejolt), so I can't open it..

    But why use a debug text when C2 has a build in debugger to show you exactly all the things that are going on?

  • One way to do it would be to use global variables..

    Set them to a specific value and on the new layout, if the global variable is that value, create an object..

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  • Too bad, you are using a plugin I don't have and use (platform+), so I won't be able to open the caproj/capx..

    My best bet would still be to delete the tile from the tilemap overlapped by a collisionsprite pinned to the player and create an animated destruction-sprite at that position..

  • I'm not really sure what you want/mean, but if you could clarify yourself or provide a capx with the issue it would be a lot clearer and easier to comment..

  • Your collision checks seem a bit high..

  • You should use the for each condition

    system for each enemy

    enemy - variable = blahblah

    -- enemy do action.

    or you could pick enemies based on the variable

    system pick enemy where variable = blahblah

    -- enemy do action

  • See if this will work..

  • You could use a sprite above the head of the character and use that as detection..

    If that sprite is overlapping the brick - destroy brick..

    That way you could also do it with tilemap, for you can choose the tile it is overlapping by using PositionToTileX and PositionToTileY..

  • you would like the character to rotate (set direction) while moving too?

    you could do that by adding a condition

    if not touching thumbstick2 - rotate

    to thumbstick1 controls..

    that way when thumbstick2 is used to rotate, thumbstick one won't interfere..

  • There were some actions missing, but I don't know if that was the issue..

    Cant test multitouch right now, so at least you have your events correct like this..

  • Construct2 doesn't have an easy way to create point and click adventures..

    It is possible though, but it requires a lot of knowledge..

    If you'd like to create a point and click adventure relatively easily I'd advice you look into The wintermute engine or Adventure game Studio

    If you wish to do it with Construct2, it will be a long learning progress of trial and error, but if you're up to that, go for it!