Arima's Recent Forum Activity

  • 'On left mouse clicked' isn't properly recognized, sometimes they wouldn't open properly, the number of them in the layout was counted incorrectly, and even once upon closing a modal layout the underlying layout began running the wrong event sheet, and I've also heard other people mention some stuff I can't remember.

  • I don't think it's the plugin that's glitchy with the modal layout object, I think it's the modal layout object that's glitchy with everything else. It has a lot of bugs and as such I recommend not using them.

  • I'm afraid I don't quite understand what you're trying to achieve. Are the "set mouse x/y" actions in mouse/keyboard object what you're looking for?

  • No, using move at angle>100 pixels at angle 0 is the same as doing set x to .x+100, so you'd need to move 100*timedelta pixels.

  • I solved this by first checking the distance between wherever and mousex/mousey using distance(whateverx, whatevery, mousex, mousey). If it's under 300, set position to mousex/mousey, if it's over 300, set position to the center of the circle and use 'move at angle' 300 pixels towards the mouse using angle(whateverx, whatevery, mousex, mousey)

  • Sounds good. Is the 'Your Tutorials & Example files' section going to allow uploads? I think that would be a good idea.

  • 50,000 sprites is a lot. Seriously, a lot. My computer can only manage 100,000 invisible or offscreen sprites total without any code or behaviors at all before it dips below vsync. It isn't your GPU getting slammed, it's the CPU. An instance of an object requires some CPU time, even with no code. If you do any sort of checking on that many sprites, your game's framerate is going to take a massive nosedive.

    If you want tons of objects about (like bullet casings or tiles or something) I suggest instead saving their locations and any relevant info to an array and deleting them when they're offscreen, then recreating them when they would be onscreen again.

    More info in this thread:

    Edit: You're probably doing collision checks - if you set the offscreen sprites' collision mode to 'none' that might help somewhat, but it's still a lot of checking to do.

  • Construct already does that automatically. Why would you want to do it manually?

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  • Construct is not the tool for such a thing. If you want to control or monitor someone's computer use, there are tools for that elsewhere, you can probably find them through google.

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  • Advancing 1 tick at a time, that's what the runtime does automatically! (kidding, kidding) Seriously, I don't know of any way to stop it other than using alt or the debugger. IIRC though you can use grab layout with the canvas then send it to the image manipulator to grab the screen. You might have to wait a tick, I haven't tried it myself.

  • Use bounding box collisions instead.

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Arima

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