ChefSeth's Recent Forum Activity

  • Ok, I have a few things running every tick I'll try getting rid of those, it isn't HD images, and I think chrome is fine. I'll try the events, but if it isn't that are there any other options?

  • While I'm new to the intricacies of Construct (as you could probably see from my forum posts, they've all been weird, specific questions) I do know how to start out designing games. Start out with what you know you can make. You should try recreating something you made in the past, or a game you liked playing a lot, maybe not halo, but one that you understand all the logic behind and know you can complete. Don't be afraid to use the forum, and make sure you finish something, finishing something will help you understand the process in Construct all the way through, even if it's a small game. Good luck!

  • This is on PC in browser

  • Right now it runs at around 48 fps pretty much no matter what I do, is that my fault? I've tried deleting all the sprites in my game even and it still runs around that fps, is there a way to make the frame rate decent?

  • Thank you!

  • I need to load a json file at the start of the layout and then save to the same json file so that next time it loads it the data is updated. Is this possible?

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  • Ok so I realized my issue was that I was assigning the nicknames used to access each item with a for loop and the for loop wasn't assigning the names properly. The for loop looks like this

    For every item in the family, I assign it a nickname based on an instance variable called name that stores its name as a string. I don't know exactly what it was assigning the nicknames as, but I think it gave them all the same one because it seemed random as to what item would drop when you picked up a new one. Anyone know what's wrong with this for loop?

  • So the item the player currently has is saved with a string variable in the player object. If the player already has an item, when they pick up a new one I need the old item to drop next to them. My setup currently looks like this

    If the player doesn't have an item, it sets the item to the player, if they DO have an item, it spawns the item then sets the new item to the player. For some reason this doesn't work consistently, sometimes it spawns the correct item and sometimes it spawns the item I just picked up. Does anyone know why? Or a different setup that will work consistently?

  • Thank you! It was exactly what I needed

  • I need to spawn a weapon at the player's feet as if it was dropped, and since I'm going to have quite a few weapons I'd like to have the weapon name stored as a variable in the player then in code just say;

    Spawn Player.Weapon at Player.ImagePointX etc, etc,

    But objects can only be chosen by a drop down menu. Does anyone know of a work around for this, or some other way to set up this system?

  • Hm, when I used the simplified one it also didn't spawn there every time. It must be a problem somewhere else, thanks for testing this out with me I'm sure I can find the problem now

  • Here's the simplified one with only the platforming spawning stuff. Thank you, I hope you can help!

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ChefSeth

Member since 9 Oct, 2014

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