LittleStain's Recent Forum Activity

  • So the (Ingame sprite or tiledbackground) size or instance count doesn't lower performance (cpu or ram) is that what you mean only the ImageFile?

    Not the file, just the image..

    The size in the game effects the drawing, not the (image-)memory it occupies..

  • > It will work if you set the width of your background to 3690px

    >

    > To get the background to be at least the width of your project, it needs to be 3x615px(it's original image size)..

    > To make this code work, it has to be twice as wide, so 3690px

    >

    Wow! Great Thanks, Just another question. Does making your tiledbackground larger lowers the performance? Which is better? to resize my imagefile(the image of the tile) so that it can maintain 2560px or just leave the tiledbackground size to 3960px?

    Your image is 615x194..

    That is the image size in memory..

  • It will work if you set the width of your background to 3690px

    To get the background to be at least the width of your project, it needs to be 3x615px(it's original image size)..

    To make this code work, it has to be twice as wide, so 3690px

  • > Could you share your capx to clarify your question?

    >

    > For the above event to work, the image doen't have to be the same width as the layout..

    > It has to be at least as wide as the layout and repeated two times, because it only moves half it's width every time..

    >

    Yeah that's true, already tried to resizing the background by x2 or changing Self.Width / 2 with /1.909 or something that'll fit the size of the image..

    I'll post the .capx in just a minute..

    ehhmm..

    I don't understand what you mean with 1.909..

    self.width is the width of your object, so why would you have to change anything?

    You'd still want to move the object half of it's width, right?

    Waiting for the capx..

  • Manual entry UID

    Manual entry function-object

    (look for the part about parameters)

  • You don't need to check the colour..

    I'm guessing if you are using a sprite, the colours would be animationframes and you can just check for those..

    If you want to use 9-patch or tiledbackground, just put them in a family.

  • Easiest way would be to use an instance variable (on the family?) instead of a global variable..

    You aren't referencing an instance right now, so the action is performed on all instances..

    If you search the forum for "select instance" you will probably find many examples..

  • Could you share your capx to clarify your question?

    For the above event to work, the image doen't have to be the same width as the layout..

    It has to be at least as wide as the layout and repeated two times, because it only moves half it's width every time..

  • You now have two events with the same conditions, so yeah everything happens two times..

    You can completely remove event 18 and sub-event 19 and remove the action on what is now event 22..

  • I said I would NOT use it, so why give an example in which it is used?

    So like I said, what you could do is check the distance to the currentdestinationnode (actually there is already an event doing that) and instead of setting the angle directly rotate 1 degree counterclockwise untill the new angle is reached..

    Should be pretty easy to make..

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  • If you change the question, you change the answer

    so than it would become something like

    family is on screen

    system trigger once

    sprite2 pin to family

  • I wouldn't use lerp (or anglelerp in this case), but if you want to try, go ahead..

    Maybe you could use rotate counterclockwise while within a certain distance of the node untill the right angle is reached..

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LittleStain

Member since 26 Apr, 2011

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