LittleStain's Forum Posts

  • With the music and graphics combined, your game already uses 50MB of memory or more before any actions are performed. Reducing that will never hurt performance.

    When I say global variables, I mean global variables and not local variables, the difference between global variables and local variables is that global variables are global and local variables are local.

    Global variables can be called everywhere in the game, so if you set level1score to the score the player recieved in level 1 at the end of level 1, you can use this score in level 2, to show the total score by adding the level1score and the level2score and so on.

  • Also you are using a 13MB, nine and a half minutes long sound/music-file, seems a bit overkill to me.

  • As for the performance:

    You are using quite big sprites without there being a reason for it.

    I'm not sure that's the issue, but it might be.

  • I think I said use the timer behaviour instead of every x seconds.

    every x seconds will be the same for all hero's because it's counted from layout start.

    Timer behaviour will make sure each hero has it's own time.

  • Quick answers while I download your capx.

    For every level create a global variable, level1score,level2score, etc.

    Create a globalvariable totalscore and set it to level1score+level2score+.. etc.

    You could have your animation play on isdragging, but I guess you'd want the player to face the direction of the drag. This can't be done by just the drag&drop behaviour, so it would be easier to drag an invisible sprite and give the player bullet-behaviour aim it at the dragging and move in the direction of the drag and use bullet behaviour speed is not 0 for doing the animation.

    There are other solutions, but this one comes to mind quickly.

    ok, download complete, let's check.

  • It would be easy if the additions always have the same position.

    You could create the player sprite with all additions in a container, destroy all unused parts and pin all used ones.

    Another option would be using an array to define the player object and it's addons and creating the player based on the array.

  • put the enemy and the ball in a container.

    When the enemy gets destroyed the ball will automatically too.

  • round()

    floor()

    ceil()

    int()

  • It would also probably be better to use the timer behaviour instead of the sytem every x seconds in this case.

  • You can prevent this by using the "system for each" condition.

  • wouldn't it be a better idea to drag the camera instead of the image?

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  • Nice character btw, maybe it would be a good idea to pin the animation to another sprite which is the controlled sprite with platform behaviour.

  • put the controls in a group, deactivate the group on collision with platform.

    compare player.y with platformedge.y to see if the player must and can grab on.

    play grabbing and climbing animation by choosing the right frame and animation based on the difference between player.y and platform.y

    once climbing is finished restart running movement and reactivate the controls group.

  • You could place them on the layout manually.

    But I guess you have a reason for slicing the image up.

    Why do you need such a big background without repeat?

    Even with slicing it will take a considerable amount of graphic memory.

    8000x1000x4 bytes to be precise.

  • Put the healthbar on a seperate laywr and set the paralex of that layer to 0,0