Ramladu's Forum Posts

  • Thanks. I got a 40% reduction by right-sizing the enemy units in the sprite. More work to be done but the path is clear. I also had an old worldmap in 4k resolution. Oops. "Just because you can, doesn't mean you should."

  • I know the funny answer is to just not have any images in my game, but withstanding some Friday fun humor, what really causes this number to be high?

    I currently have 1633mb +- running per the debug layout and that seems way too high for what I am doing. I have a simple 896 x 512 layout with 2-d cartoon style graphics.

    Is the estimated image memory based on the original size of a sprite frame? For example, if I have a hammer that is a 512x512 pixel image but I only use it as a 64x64 image in my actual layout, is the estimate image memory based on instances live in the game or based on actual sprite object values? Does my question make sense?

    My debug also seems to have found 560 active objects too. I wonder if my layouts such as my GUI are also affecting it. For example, I have a layer for player inventory and skills, which has a lot of buttons, shapes, and icons as you may imagine. Nothing I can really do about that since I want the player to be able to access them on the battlefield.

    I think I answered my own question.

    Always learning...

    Thanks.

  • Thank you. I will check it out. It makes sense.

    I did the x,y as a simple test the other day and it works. The objects continue along their path like a bumper car or pinball machine bounce over and over again which is fine. I could also run a find path after the collision and the x,y adjustment or a stop path finding for a "dizzy" or "stunned" effect using a wait N seconds before starting again.

    So many possibilities! Fun!

  • Hi,

    How do I have two objects bounce off each other when they collide? Is there a simple way to do this or do I need to build collision detection, if statements about the direction the objects were facing, etc.., I am using pathfinding and not bullets.

    In other words, think bumper cars at a carnival. How do I create a slight bounce into the other direction for two objects? The objects use pathfinding to find each other and move. My thought is to create a condition for collision detection then build sub events based on the direction the objects were moving in when they collided, then adjust their X and/or Y values to move them slightly to the opposite direction.

    Just wondering if there's an easier way or I am missing something. Well, both then. Haha

    Thank you much

  • I decided to make a new layout and a new event sheet and copy everything from the original to the new one. Magically, it works on the new ones. However, intellectually, I still want to know why it does NOT work on the original layout and event sheet.

  • Hi,

    I posted a video on Youtube to explain my problem. I have tried to use Scroll-To based on a behavior for an object and I also used the SYSTEM one to Scroll-To the object. I use ticks.

    When I have the behavior enabled, the scroll-to works only when the unit is near a margin of the viewport. When disabled and I only use the SYSTEM one, it does not work at all.

    I have checked parallax, multiple instances of the object, different triggers other than ticks. And here's the best part - I have successfully used the SYSTEM one to Scroll-To object in other games. I just opened up a successful game and I cannot figure how my set up is any different than the game where it works. Therefore, and thank you if you are still reading this, I created a video where I walk through the layout and the event sheet.

    Thank you for taking a look. I am happy to do the work and not take the shortcut so if there's hints or tips, just let me know. I have used Construct 3 for four years so I am sure it's just something simple that I am missing...

    youtu.be/KqhnCfuVIH0

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  • Hi All,

    I have an object that has the pathfinding behavior. I am looking to spawn a new instance of the object and I am having trouble with the rotate object aspect of the behavior. I want to turn it off when I spawn a new instance of the object. As it stands, I sometimes have instances where I do want it to rotate and other times when I do not. In this case, it seems the default when the object is spawned is for it to be ENABLED but I want to turn it off.

    I cannot find the rotate object to enable/disable it.

    I changed rotate speed to zero but it doesn't allow the object to move on the path.

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  • Hi All

    I was having an issue suddenly with my particles spawning behind my object. I couldn't figure it out for a long time and even though my file was corrupted. But I found the problem and solution. I recorded a video below if anyone else ever has the issue - or maybe it gives you an idea of how to fix other issues (I'm a teacher so I like to teach what I learn in hopes it helps others).

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  • Hi!

    I just want to confirm. I was suddenly having the SAME problem. I had it working before in my game (and I went back to old save files to confirm it was working) but somewhere before save 3 and save 14, the particles started to behave in ways I did not intend.

    My particles would hide under all objects - not just the one it was spawned from. I just fixed the issue based on your idea. I had "dabbled" with a 3D Object just to see what it does and never deleted it. For some reason, this automatically changes some things in the design. Once I deleted the object (from my library), the issue is fixed.

    Hurray!

  • I bow to you. You are correct.

    Makes total sense.

    I had my AJAX pulling the data in a different event sheet and the process did not finish before I tested the game layout. My event for the arrays was kicked off by START OF LAYOUT. I now use a button that is more practical.

    I will not much such a mistake again.

    Thank you, Plinkie.

  • Clarification: Image D is the result of when I try to use the .at(i) from Image A.

    When I use the action in Image B, the In Play array has 1 in all elements (again that was my test to see if I had issues with running the lines to begin with)

  • Hello Folks:

    I've been working on this for an hour - granted my little tots have been running rampant around the house, interrupting my thoughts. :-)

    This should be simple enough but I can't figure it out. I am a little embarrassed that I can't figure this out.

    I want the values in one array to be equal to the values in another array. The idea here is that I have an array that is the MASTER and then one I can manipulate without ruining the master.

    Please see my image of my screenshots. Thanks so much for any guidance.

    I know the # of elements in the _InPlay is 20 elements; that was just my troubleshooting.

  • Hi All:

    I figured out my problem.

    The game map that I had been designing / playing / testing was the third layout in my project. I was pointing the project to the wrong layout sequence to get to the map.

    Rookie mistake - everything is good here.

    Lesson learned.