oosyrag's Forum Posts

  • Ask yourself what benefits a tilemap gives you from a mechanical standpoint, as far as actions, conditions, and expressions go.

    As for performance, no difference in this case.

  • You likely have an event running every tick that doesn't need to be.

  • Determine if an object is supposed to be visible with conditions and make a copy of it on the same place on a layer above without lighting.

  • It's possible, through JavaScript. There are js libraries that do this out there. I wouldn't be able to help you to use them though.

  • Wait you turned something off and your collision checks increased? That sounds backwards to me.

    By the way, you probably won't be able to measure a difference between 0 collision checks a second and 600 collision checks a second unless you're playing on a brick from 30 years ago.

  • Mouse or touch events probably

  • In what situation you need to delete it? You can overwrite it, or you can change the key, both of which effectively deletes the save from the point of view of the user. You can even use both methods at the same time if your goal is to save space on the disk for whatever reason.

  • I'm not understanding what exactly you're aiming for here, but maybe just use a subevent and make it an "or" block?

  • Your function has a parameter called "x", so you need to give it that parameter when calling it.

    If you didn't mean to do that, get rid of the parameter.

  • If you mean by checking if there is a sprite objects on top of the tilemap -

    Use an invisible helper sprite that is the same size as your tile. Use loops to move it to each tile in your tilemap, check overlap with objects, and set the tile if it is/isn't overlapping.

  • A "for each" will repeat an event for each instance of an object or family, separately. If your movement doesn't happen over time, this can be used to move all the enemies without conflict, as movement for each instance will get resolved individually in order. If movement is animated or takes time, use a timer behavior to trigger subsequent moves as dop described.

  • I haven't looked at the project yet, but from what I can understand, you simply need to run your phases even if there are no actual actions to run. Account for that so that the blocks phase runs no matter what and does nothing except trigger the next phase if no one selected a block action.

    A little more complex, but you can also build a "stack" of actions to take in an array for a phase. Push them to an array, and delete them out of the the array when run. When the array size is 0, proceed to next phase.

  • I don't suppose you've tried reading construct.net/en/tutorials/learn-javascript-construct-2800

  • To round to the nearest 'n',

    round(value/n)*n

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  • Try using a tiled background for the sectioned life bar.