ome6a1717's Forum Posts

  • newt - the for each is due to multiple instances of the same enemy type. The UID check is to find out if that enemy exists in the layout.

    What would you suggest?

  • MPPlantOfficial - no there are only ~3-4 active enemies per layout, and those are still only pulling 0.2-0.3% each. I'm beginning to think it's not actually disabling the group for some reason. It's calling the enable / disable group at the start of layout only, too.

    My hierarchy is "if enemyspawn.UID exists, For each enemyspawn, create enemy"

    Else

    Disable group

  • I have code that disables enemy groups that aren't being used (I'm checking if the SpawnEnemy.UID exists for each enemy, and then if it does NOT, it disables the group). However when I look at the debugger, it's still taking up ~0.2% cpu. I know that doesn't sound like a lot, but I have probably ~30 enemies and will likely have 30 more soon, so it's starting to add up. Is there a better way I should be doing this?

  • IJCT - I will try that; thank you!

    AllanR - Could you technically not just put text of what you want searchable as some sort of "invisible" text? (or better yet, maybe a texbox object that is selectable behind the unselectable text?) Or does it not even matter what object-type it is? What I'm doing is incredibly simple and shouldn't have too much overhead.

    drzanuff - That's an interesting idea - what did you save the buttons and banners as, exactly?

  • I'm wondering if anyone has had any success using C2 for building a simple website? I've done a mockup of one that I really like, but the problem is I can't seem to get it to work in the middle of the screen and make the scrollbar on the right side work right.

    Any insight?

  • Pulstar - Ahh, I suppose that makes sense. Thank you!!

  • https://dl.dropboxusercontent.com/u/28104568/PickedCountBug.capx

    oosyrag - I've made a new project. I believe it's either a limitation or a bug. Ashley - any idea about this?

  • I'm trying to figure out if all enemies are killed EXCEPT ones with a Boolean attached.

    So I'm doing a

    if Enemies(family).Boolean = True

    compare if Enemies.PickedCount = 0

    Action "level complete"

    However. It doesn't seem to work properly. I have a button that destroys all enemies for testing, and when I do that, the pickedcount stays as is from the start of the layout. When I play the level normally - it goes down as I kill enemies one by one except once it gets to 1 enemy, it won't go to 0. Am I missing something?

  • I'm trying to create a light via "destination out" over a black tile. It works fine, but is there a way to make it only affect specific layers? It's making the background parallax layers appear lighted, as well, and I don't want that to happen.

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  • oosyrag oooo that's a much better idea. Thank you!

  • I'm curious on if you guys have any ideas on the best way to approach this:

    I'm trying to make a platformer that has multiple Z axis layers (like entering a door and then being in that building without changing the layout)

    Here are the ways my brain can process it

    1. Have multiple "sets" of layers (Platforms1, Collision1, Enemies1, Player1, Platforms2, Collisions2, Enemies2, etc.) and set the layers visible/invisible based on which layer you're going to. This just gets a bit tricky dealing with coding enemies, any effects, and you will end up with a TON of layers.

    2. Creating the tilemaps and enemy placements and all of that off screen for the indoor locations, and then set the position of those tilemaps, collision boxes, enemies, etc. offscreen when you go inside, and swap when you exit to the outside). The problem with this is that there is a lot of code required for each instance of this

    3. Actually use another layout and set the enemies to persist - it wouldn't exactly be seamless, most likely, but it might still be the easier to navigate.

    I'm curious if any of you have any other ideas? I really don't plan on having more than an outside and inside layout.

  • I know I'm going to jinx it, but I created a new layout and recopied everything into that layout - so far it hasn't crashed once. More of an FYI

  • lamar - all stages are using the same exact code, so the fact that it only crashes on a specific stage to ME means something has to be corrupt. I could be crazy (and I wish I was!!)

  • lamar

    I can't think of any loop events that would blatantly crash the game like that without an error message. And 3000 events is a lot to go through

    It's only happening on one stage, too (2 if you count the boss stage, but they're using the same resources) - and it's not consistent, either.

  • Burvey - I'll let you know. Thanks for the help!!