scidave's Recent Forum Activity

  • lucid - Thanks, that did the trick! I now have the example working. I understand at least partially why the tt example wasn't working as well. However, still get crashes when I try to fix it. I haven't installed the old version to better see how they work so I won't blindly ask you to fix it. Hopefully I'll get some free time this weekend and figure this S thing out.

    One interesting thing I noticed is that you can no longer spawn another object with editable expressions like in your old example. The only way now is with a system create object by name action.

  • Hey Lucid,

    I finally got around to messing with S again. I remember you said that the old examples didn't have the ACEs in the right order or something. For the life of me I can't figure out a simple example of adding an object into an array.

    http://www.box.net/shared/qqn6400180

    I tried to straight copy from your level editor example which doesn't crash. However, I get nothing but crashes when I run into the object to add to the array.

    Could you example why the current cap doesn't work as well as how to make the old .tt("blue" example work? Thanks!!

  • There is not a limit of 23 objects. I have had well over 100 objects in a layout (I'm sure others here have had a lot more. You should post your cap or describe in more detail the problem, because there shouldn't be a limit like that.

  • Just got a new computer! Asus G51vx-x3A. Windows 7 64-bit. I haven't gotten around to it yet, but planning on testing Construct under VMware Workstation 7.

  • Is there an "If object exists" command? If so you could use an else to do your functionality only if the object has been instantiated. You could also check and set a global and do the same thing.

  • It didn't lag much for me, but did crash several times.

    I still don't understand your insistence on big layouts. What happens when you want to enter a house with your NPCs? Wont you need to place your characters in a house layout at that point? Or will all action happen outside? If you plan on creating a house in the same layout (but just way off screen and setting the players position there) then the lag problem will probably get worse.

    Also, for the size of the layout 27MB seems extra big. Perhaps the resolution is too high on the graphics or maybe that's just how big these games get nowdays. Still the layout itself wasn't really all that big (most of it is black) so I'm not sure the problem.

    I really think you should try splitting your layouts into smaller ones and then just respawing the players into the new layout.. yeah it is alot more work but you wont deal with lag issues (due to large graphics) because each layout will stay small.

    I did find something that may or may not be causing your problems. You have some really messy else logic in your player movement event sheet. You could clean all of that up with just a couple events.

    ... did some more testing.. When I click off the map there is a whole bunch of lag with the movement.... Maybe there is some issue with the RTS behavior and the lag? Just throwing out crazy ideas.

    EDIT... I changed the load textures from "application start" to "per layout" and it eliminated any lag for me. There still is the weird movement problem where you click on an area the player can't move to.

  • Awesome graphics. The firepower is just sweet.

  • awesome game... Cool use of the shields and changing energy colors.

  • I like Pixelrebirth's idea for NPC's to exist in different layouts. It handles some of the weird issues of making all of the NPCs global. When you make them global then you have to deal with turning off collisions and hiding any one the NPCs per layout. You can do it both ways.... the original way you suggested by making them global or going the Pixelrebirth route. The first way you suggested is probably easier at first but will get complicated as your world grows. The other way will be more work to setup at first but would probably pay off long-term.

  • Great stuff Lucid! I want to use S to make a simple inventory system for the adventure tutorial and the other game I'm working on. The latest version breaks the older tutorials.

    I don't want you to have to redo everything, but can you give me a quick idea on what syntax is updated or no longer valid in the old tuts? I want to somehow combine the drag n drop feature with S to have an inventory system where you have collected items and then equipped items. I figure S is the perfect thing for this.

  • alspal: That screenshot is badass!

    These are some awesome examples of Health bars. Thanks guys!

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  • Another unique game! I liked the graphics for the dice. Some things that could be improved is the text. It was somewhat hard to read so maybe format it a little better with larger font. Also when you get your score it shows results for 15 rolls even if you only did 5.

    Also, it might be cool to have the user enter the correct answer and give some feedback, right and wrong.

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scidave

Member since 4 Jul, 2009

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