TheWindmiller's Forum Posts

  • wow, thanks, this would definately do the trick

  • Hey, thanks. These methods would do it, but the thing is the waterfall example was more of a...well, example. This won't really do it if, well, I have it rain using particles, cause that means everytime I change layouts in a, lets say rainy forest, I will witness the rain beggining to fall down.

    Hmmmm.... gotta figure it out .

    Cheers

  • In Unity there was a warm up option, which basically made it look like the particle system was already running when the screen fades in on a scene. Is there a way to do the same in Consturct? Like, when the layout loads you don't see the waterfall being turned on - of sorts/for example - but already see a waterfall running healthily and happily as you would expect.

    Thanks, & cheers!

  • Cool cool, thanks!

  • Tis why im talking about instance variables, not global...the sprites have variables, they have a default value, which was then altered and remained altered after leaving the room and coming back. The sprites are made to persist globally (aka not be terminated when the layout is changed.)

  • Hey, thanks. That's what I thought, but still I don't get one thing. My example is that a layout loads with one default value of of a variable which a lot of objects have - I then change that value by seeing it with my FOV (read I explore a map which is hidden in uncharted territory by default), I then change the layout, load a new one, and then I return to the former and I still see all the parts of the map which I have seen in my previous exploration (every object I see changes its IsSeen instance variable frmo 0 to 1, and then, on layout start all that are seen are set to visible, all that are not are set to invisible)...this means that the vars i;ve altered during the course of my game are remembered somewhere despite changing layouts. Where is this somewhere? Is it a temp file someplace, it remains in the memory?

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  • I read the memory usage part in the manual and I think I get it, but still ain't sure of what the answer is in the following scenario.

    If I have objects that have a var attached to them, for every instance,...is seen (which by default is 0 but becomes 1 when the player's FoV sees it), for example, and they are not Globally persistent or anything, when I leave the layout they get destroyed right. When I come back they are loaded anew with the modified Is Seen var. (if I've seen them or not). My question is, is this bad memory usage? Like, real bad. Where does this modification of the var live? Is it truly unloaded when leaving the layout and the loaded back again when returning?

    Cheers!

  • This is extremely enlightening - thanks a mil!

  • Hey thanks. I read something concerning windows limit and handles but I guess I got it wrong. Thanks mate.

  • Hey guys.

    Here and there I catch being thrown around the notion of a 10 000 object limit for a project. While my investigating official sources fails to provide a definite answer, my project so far has ~1000 objects (if I count all the objects from all my Layouts - not running at once) and with every animated MOB having ~100 frames for all animations at their disposal, this notion quite frankly scares me a bit.

    Any light on the subject will be greatly appreciated, thanks in advance.

    Cheers!

  • hey, great, thanks!!!

  • Quick question

    I have an object with several frames in it's default animation. In reality i use it as a static non-animated object, I just use different initial frames for level design purposes. The things is, when I run the game all the sprites revert (or should i say, the animation plays one time to the end and back to the first frame) before my eyes to the first frame of the animation. Is there a way, without bringing events into the mix, to keep the initial frame i set on the object stay put when i run the game?

    Cheers guys. Below is the editor view vs the runtime view.

    https://www.dropbox.com/s/ywnfdfpaet6p60h/frameissue.png?dl=0

  • Hey guyss

    Is there any way to move an object using the pathfinder while at the same time this object serves as an obstacle to other pathfinding objects itself?

    When i try to do it does not move.

    Is enableling/disableling the Solid behaviour the only way?

    Cheers

  • Damn, should have thought about that! Hey Thanks a mil! This will def do the trick

  • Ok, this seems harder than it should be, so I'm probably missing something basic. Long story short, the functionallity I need can be described as such:

    I use the mouse button clicked, and then a set FX param lerp condition. How do I make the lerp go all the way from the a value to the b value by the c ( the percentage) on every tick and not just do it once?

    I tried doing a function which is called on every tick but I suspect I have to update the (a) value every time I call it and there has to be an easier way.

    Thanks

    Cheers!