oosyrag's Forum Posts

  • Javascript uses doubles for numbers, which has a max integer value of 9007199254740992.

    So that would mean if you created a million new sprites every tick, uid's would overflow after a bit longer than 4 years of continuously running at 60fps.

  • I would just have one set of instance variables for your player object. When you change ship types, there is no need to keep the stats of all the other ship forms in instance variables.

    In the same action you change ships in, set the instance variables to the relevant ship's stats. I'd use an array to keep track of which stats are associated with each ship.

  • Hmm your excel doesn't seem to save the csv with quotes or newline line breaks. I'll see what I can do.

    In the meantime, are there any options when you export to csv to have each field encapsulated in quotes and have line breaks for rows? If you can turn those on, it should work as is.

  • If you send me an example of your CSV, I can see if I can fix the converter to work with it.

  • Here is a .csv converter (c3) which can convert construct array jsons into csv and vice versa - https://www.dropbox.com/s/of8uwu07mx2iq ... r.c3p?dl=0

    Otherwise, you can try looking into this shuffling example - https://www.dropbox.com/s/a51uncbvcp6un ... .capx?dl=0. The "Parse Deck List" group is where I grab the contents from a csv to load into an array. (It can actually be simpler, but in this example I included more data about the cards, such as suit and value).

  • Alternatively you can try fading the volume of each individual bullet's sound depending on the weapon.

    But it would probably be best to use different sounds for different weapons...

  • It works. Without seeing your event sheet, there is no way for us to figure out what is wrong with your implementation.

    https://www.dropbox.com/s/3ly5ej6b9w6cu ... .capx?dl=0

  • You want to use blending modes layer effects, I forget which one though. Check out the blending modes example included with construct, and remember to enable the force own texture property on the layer so it doesn't affect everything below it.

  • You need to set the array size in the array properties. Anything outside the bounds of the array will be 0. Either have the size large enough to fit all your values, or use the "push" action to add array cells as you add values.

  • Use multiple sprites, optionally in a container or pinned.

  • Rather than a concern, its more that it allows you more flexibility to include more art if you want. For example, if you're using the same tiles for battles and overworld anyway, it doesn't make make much sense to change layouts.

    If you wanted a lot of different tilesets/environments, you could do a low resolution overworld tileset that includes a lot of variety such as forest, snow, desert, water, ect. and then a more detailed tileset for each of those zones for a zoomed in map that you would load in layouts as needed.

    The other example was characters - if you wanted high resolution art or heavily animated enemies ect, it would make sense to load them as needed in a separate layout rather than have all your enemies loaded in memory all the time, limiting your memory use for other things.

    If you don't expect to run into memory issues, then you probably could stick with just leaving everything on one layout =) Just wanting to chime in as it is pretty normal for JRPGs to load into and out of battles or changing zones, which would be the equivalent of changing layouts for us. It is usually because all the art they want to use in the entire game can't be loaded into memory all at the same time.

  • Using layouts will allow you to utilize memory much more effectively. You will have more room for detailed sprites when zoomed in and a greater variety of high quality images in any given area. Or you could use it to have more quality character graphics and animations.

  • You would normally use a third party program to do screen recording and sharing. Sine examples include Nvidia shadowplay, amd relive, plays.tv, fraps, OBS... There are many options.

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  • You can use an invisible helper sprite - a horizontal line. If it overlaps with a block at rest, move it up. The distance between the line and the floor is the height of your tower.

  • You can do that, or add an event that disables it for peers.

    Then you need to sync the objects created by the generation algorithm.