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  • I did not expect such a precise answer, thanks Jayjay! <img src="smileys/smiley42.gif" border="0" align="middle" />

    Your answer should be in the top ten most useful answers (if such a thing exists), or at least in FAQ. Thanks a lot again!

    No problem Eternit, glad to help =]

  • Best method would probably be to store resources externally, and then you can patch only the game EXE file, which should be a couple of MB. Otherwise, you can try this: clickteam.com/website/usa/patch-maker.html

    It's free for commercial use as well, but the paid version removes the advert at the end. They way it works is by comparing binary differences and only storing the changes I think, so it should work with any program <img src="smileys/smiley1.gif" border="0" align="middle" />

  • If the variable is not visible to you while you've added it, then it may be out of scope; it may actually be a local variable. Create it outside the scope, at start of event sheet is best for global variables.

    Just guessing.

    I didn't think Construct Classic had local variables <img src="smileys/smiley5.gif" border="0" align="middle" />

    crow, you can try global('score') to pull it's value in an expression field, and look in the System object for conditions and actions related to global variables.

  • konjak Jayjay - Actually, I think Dima111 is right! I tried it with a blank .cap - 6,674 bytes, created a sprite, added a condition for the sprite, then deleted the sprite, which deleted the condition automatically and resaved - the resulting .cap is 6,954 bytes! Deleting the event first and then the sprite instead results in 6,697 bytes.

    Darn, well that really "bytes" <img src="smileys/smiley36.gif" border="0" align="middle" /> but yeah, I guess I better keep this in mind making my future games <img src="smileys/smiley5.gif" border="0" align="middle" />

  • I have met such effect in MS Access DB.

    I'm don't believe Construct Classic has the same problem, but I can vouch that Access does this. When you delete data it is never actually removed, I've seen someone re-create their data so many times that their database got to 1GB without very many data records visible.

  • They are a pretty cool idea, but not really portable if you need to carry all your cartridges around at once. I'd recommend getting a phone with a hardware keyboard or the Xperia Play like controllers and just using emulators.

    If you like the controller feel, you can pick up USB SNES controllers pretty cheap (I bought and like this one: amazon.com/Retro-Nintendo-Controller-Not-Machine-Specific/dp/B0034ZOAO0/ref=pd_sim_vg_1)

  • Jayjay,

    Your help is really inappreciable! I will remake the game. Of course it will take some time, but the way I've started with I know for sure is an impasse. Now I will try another one you've tought me.

    Glad to help Dima111 =] Good luck!

  • Awesome, glad to hear it's working =] and yup, you can create objects by Name too!

  • Jayjay,

    A bit simplier question)))

    I have 25 destroyers that are alike each other and every destroyer has 1 (suppose) gun. So all 25 guns can be instances of a single GunSprite. Am I right?

    To differ the 25 instances from each other need I to create for my GunSprite the PV "Ship name" and after "Create" to write in the Instance PV - AAAA, BBBB, CCCC etc?

    Absolutely, you can match them up with a private variable on each (eg: "ShipNumber" on ship and on GunSprite, then have conditions saying "GunSprite: Value "ShipNumber" = Ship.value('ShipNumber')" and then do positioning events)

    Or you can use containers. Add the GunSprite object into the container of Ship in the object properties (in layout editor), and whenever you create one of the objects its pair will be created too. Plus, any event relating to one Ship object will automatically refer to its specific GunSprite too!

    Edit: Careful with containers, if you destroy one of the objects in a container their pairs are destroyed too, same with creation. However, each group of objects (Ship and GunSprite) will act separately from other groups.

  • Yep, you can configure the object as much as you like with actions after the create action and it will only applied to that instance.

    That second set of events should work with all of your instances already I believe.

  • In the event sheet editor you can use the System object action Create Object to spawn a second instance of whatever you would like.

    You can even configure it with unique values if you add the settings right after the action that makes it (eg:

    -Create "Sprite" on layer "Objects" at 0, 0

    -Sprite: Set color filter to Red

    -Sprite: Set private variable "Life" to 100

    But, if you want to create multiple sprites at once, you need to do it like this:

    -Create "Sprite" on layer "Objects" at 0, 0

    -Sprite: Set color filter to Red

    -Sprite: Set private variable "Life" to 100

    -Create "Sprite" on layer "Objects" at 0, 0

    -Sprite: Set color filter to Red

    -Sprite: Set private variable "Life" to 100

    as any settings after the "Create" action will apply only to the newest sprite you made.

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  • Looks awesome Arsonide =]

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Jayjay

Member since 18 Mar, 2008

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