Phoenixbowman's Forum Posts

  • I found this, but i can't find the Fade Behavior anywhere:

    https://www.scirra.com/manual/95/fade

    I want an object that starts at 100 Opacity. Then it fades over X seconds to 0 opacity. Then it fades back to 100 opacity over X seconds.

    So it starts visible, Fades out over X seconds, then fades back to Visible (100 opacity) over X seconds. Repeating in a loop.

    Can the Fade behavior do that?

    Also, where is the Fade Behavior?

  • If there is a way to actually view each images size, in the project, then I can actually look at it. Instead of deleting it and comparing the before and after total project memory size numbers.

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  • > Both images were the same pixel width and height on the screen, but one was half a megabyte and the other 2.5 megabytes.

    >

    What where the original image sizes on import?

    The original size was 800 x 600, and in the editor where this file was originally created, the file properties show it as 800 x 600 and 705 kb (kilobytes) in size.

    Using the math provided, that would be 800 x 600 x 4 = 1920000.

    That is 1920 kb, so 1.92 mb.

    So why when i delete it from the game, the total memory usage drops 2.6 mb

    1.92, in theory for this image, creates a 2.6 mb drop in the game when it's deleted.

  • I opened the program that the image was originally made in, and went to the About/File Properties. It said 800x600 for pixels, and for size it said 705 kb.

    In the very program where the image was made, it should show you the actual, real size. It is not compressed when you are editing it. Otherwise, you are editing a compressed image. This is the base image before compression, you are viewing the actual real uncompressed image.

    800 x 600 x 4 = 1920000, than why does the file size, under file properties in the editor where this was originally made, show it as 705 kb?

    The file properties showed 800 x 600 and a 705 kb file size.

  • The 705 kb is when it's decompressed. 705 kb is the space that it takes up on the hard drive, even before it has been loaded into the game. The 705 kb on the hard drive is the decompressed version. I see 705 when it's on the hard drive. Then I see the total usage in the project window, i delete the object, and it subtracts 2.5 mb.

    How can it end up being bigger? When the 705 kb is at its decompressed size. If the file size is really 2.5 mb then how can it be taking up 705 kb on the hard drive?

    Is there a way to see how much data usage an object in the Project is using? Like a list, or something, that shows the data usage of an object in the Project.

  • How can a 705 kb file end up taking 2.5 mb of data usage in the product?

  • One is 705 kb and the other is 256 kb.

    With the 705 kb one, that does not account for the 2.5 mb difference when its in the project, and when it has been removed. It is a 2.5 mb difference when it's in the project and when it is not.

  • Both images were the same pixel width and height on the screen, but one was half a megabyte and the other 2.5 megabytes.

  • I noticed that deleting a sprite from a Project allows you to guess at how much data it is using (KB, MB, etc)

    Is there an actual way to see how much data a sprite, or other Project object, is using? Because deleting it and comparing the before and after numbers on the total project size only shows an approximation of its data usage. Going into Debug mode and selecting each object does not show its individual data usage.

    Is there a breakdown of each individual Project object's data usage, and if so, where can it be found?

  • Omygosh thank you so so so much everyone! That worked like magic. I understand the sub-events now. When i first saw sub-events i thought "What, like the Metro system?" (ahaha, not really. But i really did not understand them.)

    Thank you again!

  • I am just not getting this. I am trying to duplicate this:

    press B

    if timescale == 0 then timescale := 1.0

    else

    timescale := 0

    Press B is the event. If Timescale is the action, but compare variable is not available under actions.

    Press B is the event, and the if else and then are the actions, but compare variable is not availble under actions.

  • I cannot find the If statement and Else statement. I checked under System and it's not there.

    I am looking here: but it has no mention of where in System If, Else, and Then are. I created a New Event, and searched for If, Else, and Then, but those 3 things were not there.

  • Press Key > Set Timescale to 0 works perfectly, and I don't want to mess with that.

    Now, the issue is making it so the Key that when pressed sets the Timescale to 0 is the same key that when pressed, sets the Timescale to 1.0 WHILE the Timescale is 0.

    Timescale is currently 1.0

    Press B

    Timescale is now 0

    Press B

    Timescale is now 1.0

  • So far this piece of code works great:

    Key Press Condition > Set Timescale to 0 Action

    How do you make it so the same key press pauses the game, and unpauses the game.

    Key Press B > Set Timescale to 0

    Is it possible to also make Key Press B > Set Timescale to 1.0

    So B both pauses the game, and while the game is paused, pressing it again unpauses the game (as in, the same key that sets the Timescale to 0 also sets the Timescale to 1.0 when the Timescale is 0 )

  • When you have the Layout, where the button(s) is (are) selected, look under "Layout Properties". Is there an Event Sheet selected? If not, then select in the drop down menu the Event Sheet that you want for that Layout. The Event Sheet selection tells the Layout which Event Sheet it should be using.