GenkiGenga's Recent Forum Activity

  • Hey Rtk,

    Have you tried putting the music in the sounds folder instead? The sounds folder is downloaded before the game starts while music streams.

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  • Hey Tyler,

    Launch the game in 'Debug mode' and scroll down and find your variable. Is it behaving like you expect it to?

    If you want the loop set up like that you should use something like

    Variable =1

    Every 'X' seconds - Add amount to balance

    That will loop as long as the variable is 1.

  • Hey Pixel,

    If you know what the name of the index is you are looking for in an array, you can target the column by using

    array.Indexof("name")

    So if you want it removed from the array you just use the delete action from the array object, then set the X to be the above.

  • Hey Chris,

    When you spawn a new object it generally takes all its variables from another object in the project. Is there an object of the same type somewhere in your layout with different settings perhaps?

  • Give your units a variable that signifies whether they have moved or not (or use one that they already have like action points etc). For simplicity lets use a boolean, "Ready".

    When you go to pick a enemy unit to move you use these events :

    Pick all - Enemies (pick all is from the system menu)

    Enemy is Ready (get this from the enemy object itself, comparing boolean)

    Pick a random instance of Enemy (from the system menu again)

    The above picks all enemies for you to select from,

    Then only selects those that are ready,

    Then refines it a single random one that is ready.

    Now that you have 1 unit selected you can run your chain of functions.

  • Hey Max. The thing about pixel rounding is that it will ensure that the pixels are only ever in 1 spot. This means instead of a perfectly smooth motion like you get with linear sampling (where it actually moves between pixels) you can sometimes end up with slightly jaggy movement.

    Switch to linear sampling. If you hate the way your image is now distorted, try importing a big version of the car and scale it down. You now have the best of both worlds with the downside being that you are using large assets :/

    In a small game though that shouldn't matter for you.

  • Hey Amped. The problem is with the 'EC_Ship_Animation_Frame_Counter' variable.

    The reason why the 3rd and fourth are always the same is because you have the number going up to 5 when there are only four frames (so instead of resetting back to 0 it picks the last frame in the animation again).

    In event 8 change the comparison to 4 instead of 5.

  • Are you using pixel rounding?

    Best bet is to try and recreate the problem in a simple new project. If it works properly then you can compare why the other doesn't. If it doesn't work, post the cap.x here and we'll find out what the issue is.

  • Hey Fabian, without seeing your game I would guess some of the image points in the moving animation are a bit off.

    Double click on the player object and go through each animation to make sure the image point (origin) is the same point.

  • I do plan on switching at some point but I am pretty deep into development for a game and still love using c2.

    My only motivation to switch to c3 currently is to support Scirra/Construct.

  • That's a weird one, it works/has always worked for me.

    You might need to list all your specs.

  • The best practice in organising your events sheets is to keep things organised from the get go. Put things into groups logically and don't forget you can have groups within groups.

    Leave yourself plenty of comments too - even for things you think are simple. Sometimes if you have to stop for whatever reason for a week or so, without good comments you are going to feel pretty lost getting back into a big project.

    Forget about trying to optimise your event sheets for performance. Truly, it is not about how many events or event sheets you have - it's about what you are doing with those events. The debugger shows you where the events are that are potentially problem areas (or at least areas that you can improve performance through optimisations).

    If you are creating a big game, 2 crucial things to look out for are;

    1.) that you aren't overloading the gpu with too many art assets (this means building large landscapes from smaller parts that you will re-use heavily the same way all 'big' games do but you might not realise).

    2.) you don't have the cpu doing unnecessary work (think of it like making sure you have turned off the light after you leave a room to save electricity). The real question is, is it possible to do this for the game you are imagining? If not you might have to make some compromise.

    WackyToaster re your 1000 enemies, do these 1000 uniquely acting enemies share parts of their behavior? I have no idea what type of game you are making but that seems to me to be a bit overkill. You should try to make universal behaviors that can cover a wide range of functions/behaviors instead of creating specific ones for each whenever possible.

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GenkiGenga

Member since 20 Oct, 2011

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