oosyrag's Forum Posts

  • That will not work. The loop runs in its entirety before continuing to the next event. So all 10 sprites will be created with the same number, THEN the instance variable will increment 10 times.

    Try simply adding 1 to level in the loop actions instead of on sprite created.

    So

    Create object

    Set level to level

    Add 1 to Level

  • The AimSpot sprite should not be synced at all I believe. Then each peer will update and see their own, and the host will have a copy of each peer's AimSpot, but the host will not sync each AimSpot to all the other peers.

  • Or (For 1 to 10) - Create Sprite, set level to loopindex

  • The most straightforward way is to add an animation frame for the object with the red already removed via an image editing program and just switch to that animation frame.

  • Check your origin point on each animation frame and make sure it is in the same spot.

  • Nah don't worry about that, it was just a quick little experiment for me, not a big deal.

  • Sure, no problem. Glad it worked out

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  • Oops, fixed.

  • I would build the string one character at a time with a loop. Upon encountering your escape character (/) have a subevent run to create the icon, skip the appropriate number of characters (the length of the /i[x] part) then continue. To position the icon correctly, you can get the len() of the string upon encountering the escape character and use that to figure out where your icon should be.

    Here is an example I did for someone else for text effects, see if you can figure out how to modify it for your purposes. If you want to have the entire string shown at once, use a loop instead of every x seconds. Also the example used the text object, but you should definitely use spritefont for more control.

    https://www.dropbox.com/s/211xd1ir76hq8 ... .capx?dl=0

    Edit: fixed link

  • ashley-could-you-please-confirm-this-behavior_t124310?&hilit=windows+cache+icons

    For more info.

    This was addressed in patch https://www.scirra.com/construct2/releases/r229.

    It has to do with working in construct 2 itself, and not your game. There are now workarounds for this.

  • I'm not familiar with windows limit, so there may be that.

  • Invisible helper sprites should serve you well here. Surround your ship with permanent explosion sprites attached, default not animating and first frame blank/invisible. When that sprite collides with a wall, play the animation.

    You may have to tweak the bounding box to fit the shape of your ship for best results. Small bounding box, as big an explosion as reasonable to fudge the actual impact location.

  • Add a condition to each event or as a parent event, compare two values - deadzonesize is less than distance(thumbstickbase.x,thumbstickbase.y,touch.x,touch.y.

  • There isn't really an object limit, but rather "How many objects can my device handle for any given target fps?" A phone might slow down at 5000, a high end computer might slow down at 100000.

    http://www.scirra.com/labs/particlesperf/

    Usually you worry about running out of vram long before any object count issues.

    Animations generally don't mean anything. You are only rendering one frame of any animated object per frame anyways. Large animations have more to do with download size and video memory limitations.

  • It will be hard to diagnose your issue without seeing your events.

    I have a few ideas for you though. Firstly, if it is a simple flash, you don't need to use an animation, you could just adjust opacity from 0-100 a few times really quick.

    Second, you can use If-Else chains to signify priority. Else events will only run if the previous one did not.