sparkfeather's Forum Posts

  • Ahhh thank you, I hadn't realized that was meant to indicate it was being

    turned into a string, just thought that was to highlight what the end result was.

    Doing that would work if the number wasn't changing so radically as I mentioned,

    which makes that more misleading/distracting than anything.

    But I did get around it by as you said using the number itself in its

    continued calculation, and I instead made another variable for it to

    send the FormatDecimal result so I can keep an eye on it there :).

    Thank you both very much for your help again, I can finally continue

    moving forward with the project.

  • Thank you very much :)

    It seems to work, however.....What on earth is this message about

    'Cannot add with integer and string. Operator had no effect' error

    that is caused when using FormatDecimal?

    As well as 'Cannot add with float and string. Operator had no effect'

    Now it won't let me add that variable in other calculations??

  • It's extremely frustrating having my values randomly returning these

    because it makes trying to balance the values and growth really hard

    when it will be something like 0.16 and then 2.68e-002...

    I have no idea what the actual values it is ranging from are and I

    can't try and workout how to calculate that every single time it

    changes, as it does so continuously.

    I'd extremely appreciate if anyone knows how to stop this happening,

    it's an absolute nightmare and I've lost far too much time over this.

  • Awesome, great to know, thank you very much for that ^^

    Thank you for all the time you have taken with your examples and explanations,

    each part has helped in some manor and I'm vary grateful for your effort

    in bringing me a conclusion.

    It was all a lot of help! :)!!

  • I'm really sorry for such a delay in my response after you responded so quickly, been a bit crazy here atm.

    That explains everything further, thank you so much!

    However, it was almost perfect until it contradicted my main reasoning

    for my questioning. But that would be my fault for having my examples

    have the second condition as a sub-event.

    One of the things I wanted to know was whether it would be better to

    separate events with the same conditions to different areas,

    as in your first example there, or whether that would reduce performance.

    You explained that it was silly because it would have to check it twice,

    answering me that I should keep them joined so I'll make sure to do

    that in the future and keep it in mind when revising my event layout

    in the current project.

    Another question in my mind I tried to express, poorly, I'm sorry about that.

    Was whether it would be more intensive for the project to have a large

    number of sub-events under a single event, or whether it would be better

    to keep them all separate and have that overall event as just another condition in each sub-event (making them main events), as is shown

    in your last example.

    Because you have said both in your explanation that it's better to

    have it only check the condition once, but then your final example

    it checks it both when global variable 1, and 2 are true alongside it.

    So may I please ask, which is your preferred solution of these examples?

    =========== #1 =

    Event one:

    Global variable = 1

    Sub event one:

    • Global variable = 2

    Sub event two:

    • Global variable = 3

    =========== #2 =

    Event one:

    Global variable = 1

    Global variable = 2

    Event two:

    Global variable = 1

    Global variable = 3

  • Thanks for the well explained response ^^.

    That does make sense, however I'm wandering if that works with conditions

    that are true most of the time.

    So if a condition is true most of the time, but the other conditions in

    the events that would be below it aren't, would it be better to have that

    condition cover them all, or would it be better to place that condition into each individual sub-event?

    As an example:

    ===============

    space is not pressed

    • global variable = 1
    • global variable = 2

    ===============

    or-

    ===============

    space is not pressed

    global variable = 1

    space is not pressed

    global variable = 2

    ===============

    Does that make sense?

  • Hello,

    I was just hoping to know about the effect on performance a layout

    of functions might have between 2 setups.

    I have a large number of events sharing some conditions, and I wanted

    to know whether it would be better to keep them somewhat separated

    as they are now, or branch them all under a single event?

    Because there would be a lot of sub-events and I'm unaware if this

    is a problem, like would it have trouble constantly checking through

    so many sub-events and sub-sub events, or would it be easier for it, or?

    I'd appreciate any responses about this please ^^;

  • I went to build an example file to send to you with the major parts I thought may have caused the issues, however it wasn't working.

    Then with further testing in other areas thanks to ruling them out,

    I was able to find the answer so thank you very much :D

    I discovered that it was an annoying bug.

    It seems that, when you multiply a 'Clamp' number, it automatically sets

    it to the maximum value multiplied by that number.

    So, '(Clamp(value)+(10*TimeDelta), 0, 500))*5)' would always be 2500,

    however I didn't realize this because the max value I had was based off

    other variables that were always changing.

    So thank you very much for leading me to the solution, this one was

    really killing me and I didn't think I'd find it, thank you so much :)!

  • Ahhhh, thanks a lot for explaining that so well and so quickly ^^;...

    I didn't have any idea that it would equal to 0.05, because I thought

    logically if it was a smaller number it should say it specifically.

    I guess it was valued as a higher number recorded was because it had

    5 at the beginning, rather than getting it's actual value

    (I had a variable to set itself to delta value only if it was higher

    than the current value).

    I guess the strange bumps of values must be something else that I can't

    see that I have to deal with =_=; why Dx

    Anyway, thank you very! much for explaining all that for me so quickly,

    means I can move on to look for other reasons without much delay ^^;

  • I've got an issue where I'm trying to increase a value over time,

    and from everything I've read it's best to multiply it by timedelta

    so that it increases evenly instead of relative to refresh speed/etc,

    however it increases far too much in specific moments so I wanted

    to see how high the TimeDelta value reaches, and 5.e-002 was recorded.

    Is this a permanent bug that I can't do anything about, is there

    a workaround? Because it's breaking my gameplay because of these jumps

    of TimeDelta value.

    I would be extremely grateful for anyone that can give me advice about

    this topic or let me know the cause or any possible workaround/fix?

  • Has anyone had issues with this camera becoming really shakey when following a moving object at a speed?

    And if so, have you found a solution?

    I got the camera working perfectly with the previous edition of this (the advanced camera plugin) but when I changed to this and swapped all the functions over, it's incredibly shakey and the camera won't stay by the object even when the camera is set to 0 lag.

  • Darn that's a real shame Dx,

    Thank you very much for responding and letting me know about this so quickly ^^;

  • I have a strange problem at the moment.

    I have an action that's meant to be activated when the character

    has stopped moving, via the platform behavior controls.

    When I run the project, it works perfectly.

    However when I run the debug.....it doesn't register it at all?

    It acts as if the character doesn't stop moving, even though

    visibly it has?

    Has anyone encountered anything like this previously, discrepancies

    between running the game and running it in debug, and if so please

    have you been able to find a solution?

    This is a really frustrating problem to have, because it could be

    occurring with things I can't identify as easily as this.

    I'd really appreciate any help I can get with this

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  • Damn sorry to hear, goodluck with the job!!

    I hope someones able to pick this up, you'd built a great ground for this scidave :)

  • Thank you very very much :)!

    I hope everything goes your way with your own endeavors too ^^