porky's Recent Forum Activity

  • Awesome:) I'm looking forward to the new plugin

  • BACLog, I got your idea. The thing is I would like to use 1 invisible object called "Entrance" or something instead of "Entrance A,B,C" three objects. Because maybe I will have many entrances in one layout. My trouble is if there is 2 or more "Entrance" object instances in one layout, I don't know how to pick the right one to set player position to.

    dragoonblade, yes it is because of memory and cpu power issue, that's why we have layout;)

  • Rex,

    I'm thinking about if you are interested to add "inertia" feature to the awesome Moveto behavior? It's kind of like add mass to the moving object and make the movement more realistic when change direction. It can be turn on/off in the behavior property panel. If you don't get what I'm saying, here is the picture:

    <img src="https://dl.dropbox.com/u/1396615/bugImage/inertia.jpg" border="0" />

  • So If I want connect all layouts together to make a big world. For example: Player from layout 1 exit 1A can go to layout 2 and appear at entrance 2A, from layout 1 exit 1B can go to layout 3 and appear at entrance 3A. Typical RPG system.

    I already know I can set "Go to layout("name")" on the exit object. then after spawn at next layout set player position to the according entrance object instance. But which instance to go? I was thinking to use "Pick nth instance" but it seems impossible.

  • Paradox, I'm looking forward to it:)

    Some progress here:

    I have tried solved the issue by dynamically destroy instances off-screen and re-create them in appointed position. But ironically this way seems cost more cpu because of lot of looping.

    http://www.scirra.com/forum/topic64596.html

    So I tried to cut off instances to 300-400, it looks slightly worse, but the framrate is acceptable now:) http://www.scirra.com/forum/topic64596.html

  • Thanks rex:) Unfortunately I can't use pathfinding in my case. but its not that big issue so I can live with it for now.

  • Thanks for the hint! I eventually find the way:) It's basically same as Vee41 said, but since I have a lot of instances, so instead of global variable. I use instance variable and it finally worked!

    Here is the working example:

    <img src="https://dl.dropbox.com/u/1396615/bugImage/dynamicSpawn.jpg" border="0" />

    Thanks again:)

  • Thanks for helping:)

    Magistross: My goal is trigger this event ONCE(1 loop for each) at anytime when the condition matches.

    Tommyttk: I find in your example the "Trigger Once" is in front of "For Each", which is the magic make it works! but It is only trigger once in the whole game/layout. What if I want re-trigger this when the condition matches?

  • Magistross, I tried the way you said, not working:(

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  • I get a headache on this. They seems don't like each other and it keeping spawning of objects.

    <img src="https://dl.dropbox.com/u/1396615/bugImage/ForEachTriggerOnce.jpg" border="0" />

  • Thanks guys for the explain and help! I have tried disable all collision for object movement, such as pushout solid thing, it doesn't help. I also use the same event sheet in another empty map, it runs double the fps. so I guess it might still because of too many objects cant handled by 3GS's weak CPU.

    But here is an idea: On the start of layout, can we remember all the instances location,rotation and other properties, save it into database, then destroy them when off-screen, and create them when on-screen? The InstancesBank seems can make it but I don't know how to spawn instances according to on/off-screen:/

  • Thanks guys it works perfect! complicated and out of my brain though xD

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porky

Member since 28 Apr, 2011

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