WackyToaster's Forum Posts

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  • I opened the suggestion (again since it vanished the first time round :V)

    construct23.ideas.aha.io/ideas/C23-I-250

  • construct23.ideas.aha.io/ideas/C23-I-248

    Ashley I'm not 100% sure where to post this so I post it here and in the suggestion platform, but I hope those additions can be considered for the upcoming beta-cycle.

    • Sprite(and other applicable) > Set collision enabled (collisions general)
    • LOS > Add obstacle
    • Sprite(and other applicable) > sprite.templateName
    • Custom Movement behavior > everything (I specifically want the "push out solid" thing)
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  • Don't worry about it, it is right.

    You see, mouseenter is an event that is triggered when the mouse first enters an object. How do you know if the mouse just entered an object? It has to "not" be on the object before, and then once it is over the object, the trigger is fired. How do you check if the mouse is (not) over the object? You ask, every tick, "Is mouse over object". So while yes, the mouseenter event is only fired once, it still has to evaluate the mouse position every tick to check if it is or isn't over the object.

    It's similar to constructs "On collision" which is a trigger condition, but you only can know that two objects collide if you check for it every tick. So "On collision" will actually still require collision checks every tick, but the trigger is only called once.

    Unless you are talking thousands of buttons you need to check every tick, this will not be an issue even on mobiles.

  • Hmm I thought so. I found a handful of other ones that are also missing, I think I'll slowly compile a list of missing ones and then request all in one go.

  • Reverse what? I'm looking for this option in script as in

    runtime.objects.enemy.getFirstPickedInstance().setCollisionsEnabled(true)
    

    or something along those lines but it appears that it isn't available. Or maybe I just cannot find it. I'm using a workaround now (calling a function) but I'd rather just be able to do it in javascript directly since I'm probably gonna end up using it in more cases.

  • Am I just blind or is there no way to do it?

    I can only find these

    • setSolidCollisionFilter(isInclusive, tags)
    • setCollisionsEnabled(iObjectClassA, iObjectClassB, state) from the physics plugin

    but I'm looking for this

  • Sort of I guess, but you really shouldn't. :D

  • Utilize a very simple statemachine.

    wackytoaster.at/parachute/buttonstatemachine.c3p

  • Wait a minute... have you tried LevelArray.At(0,1)? Arrays are 0-based so you are just reading in the empty cell.

  • How do you control the player? Platform behavior? Set vectorY to -2000 should propel the player upwards.

  • Just from a cursory look there is probably no difference in terms of what it does. The upper one in this case just unneccesarily puts further conditions into subevents.

  • Trigger once happens before levelinfo completed. You have to put it as a subevent :)

  • If possible, you can also put them in a group and disable/enable the group as needed to "pause" them.

  • Also be sure to disable collisions on any static, non interactable, sprites so you can reduce calculations.

    That is actually something I wondered before... does this actually matter? Say I have 1000 background sprites, but I never test any collisions with them in the eventsheet, do they still impact performance? I briefly tested it and it seems to make no tangible difference if it's on or off. And the collision checks/second in the debugger do not change.