work3's Forum Posts

  • dop2000

    Yet again, thanks for your response..

    I wrote a small standalone example CAP to show an example - , but it didnt happen in that - Then I noticed in the game I am working on, that once the main game loop was disabled (via my pause function) the laggyness was virtually eliminated.

    I also noticed in my game that even though the PIN function was being called in the next event after creation, it wasn't immediately being pinned, in fact it was happening around 1 second after the object was created.

    I know Ashley mentioned that behaviours dont execute in any particular order, so I am assuming it is because of other behaviours.. ?

    I don't really want to send my WIP game over as it's full of graphics, music etc - I'll have to delete a ton of stuff so I can send a small cap..

    Just as a query what is the standard procedure for pinning an object, create then pin, right?? it doesn't need an every tick function or anything, I am assuming??

    Thanks again..

  • I want to pin a large amount objects, once spawned, to a moving object. the objects spawn at various intervals.

    Currently, using "pin" there is a lot of lag and it just isn't working as I hoped it should.

    I noticed one person had an issue with lagging pinned objects and Ashley uploaded an example to dropbox, but the file is gone..

    Can anyone kindly assist or even tell me if lagless pinning is possible?? if not by the pin function, is there another method??

    Kind and humble thanks as always.

  • Ok! Thanks so much for your help!

  • dop2000

    Thankyou, graphics are my strong point, coding skills is most definitely not!

    Now as I understand, this is now an infinite loop? do I need to terminate it somehow?

    Apologies for so many questions..

  • dop2000

    Thankyou for your response, I think I am executing this incorrectly as I only get a row of sprites along one row of X and Y axes..

    I'm not too smart on "For" loops so I guess I am doing something wrong.. <img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very Sad">

    code image below

    https://imgur.com/a/FZHrR

  • Hi all.

    Hope someone could tell me the simplest method of automatically creating a sprite every X pixels until the screen is filled.

    I want to affect each sprite differently once all the sprites are placed, so a tile map is not an option for me..

    Performance impact due to many sprites is not an issue in this case.

    Humble thanks as always!

  • Hey there, I noticed all your offset effects (shift, seamless, scroll) go all weird.. when the opacity is changed..

    Seamless also seems to have a glitchy line when use linear filtering...

  • If you use the crop tool in the SpriteEditor, Construct add a 1 pixel transparent border around the sprite. Maybe that is the reason.

    Can you provide an example?

    I adjusted some performance settings on my graphics card, now things are looking a lot better, however now I have a new problem, I was using a number of these offsetting sprites to create an additive effect, but the SCROLL effect is all glitchy when the opacity of the object is less than 100... I guess the effect doesnt like additive and transparency...

  • (apologies, this is for construct 2 - can a mod please move it?)

    Hello - are there any TRULY seamless plugins or behaviors that will scroll an image within a sprite or tiled background? it seems every method I can find has visible lines at the seams.

    I have tried the Scroll, Shift and Seamless effects and none seem to work, the textures I am using are truly seamless and have been checked by offsetting in photoshop.

    Thanks as always

  • Ah, thankyou, I was under the assumption I had to use another condition, now I understand!

  • Note that in "Is between angles" event the first angle is inclusive, while the second is NOT inclusive.

    So "Is between angles 10 and 20" means "10<= angle < 20".

    If the angle is exactly 20 degrees, this condition will be false.

    dop2000 Thanks for responding. Can you possibly give me the syntax for "if angle is greater than 6" just so I can understand it clearly? thankyou.

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  • I understand that, but I need to know the syntax useage example using the new angle events "is between" or "is within"

    thx.

  • Hello, hope someone can assist

    in construct classic, there was the "angle is greater than" condition, but now its gone.

    whats the C2 syntax for

    angle is greater than 6

    angle is less than 6

    I'm a bit lost as to the new implementation and not very math inclined..

    Thanks

  • Is UV scrolling possible? ( Scrolling an infinitely looping texture across a mesh?) Just want to know if it can do a few things before I buy it!

    Thx.

  • Is it at all possible to "scroll" a UV map via offsetting, on a 3D object In Q3D, so it infinitely loops in a particular direction?

    Thanks!