tarek2's Recent Forum Activity

  • tarek2

    Yeah, sorry, I realized my mistake and updated my post, but you had already commented on it :)

    .

    Yes, the "Else" will not run if at least one picked instance has Class & "_AtKR" animation. So the event should probably look like this:

    > Pick AdventurerSprite with animation NOT EQUAL to Class&"_AtKR" 
    -> AdventurerSprite set animation Class&"_AtKR"
    

    No problem mate :)

    I agree Putting the Else on those situations is very confusing it made me doubt for a bit haha

    I will leave a capx showing what we were talking about to raikoification so he can understand it better as it can be really hard to understand

    Capx: https://www.dropbox.com/s/neryqc35djepnnp/%28Else%29%20Problem.capx?dl=0

  • tarek2, I believe the "Else" event will be executed is there are any instances of AdventurerSprite (picked by parent events), which have animations different from Class & "_AtKR".

    dop2000

    For what I know the (Else) only Runs when the Parent Event is False so as longs it finds at last 1 of them with animation = Class & "_AtKR" the (Else) it will never Run, but now you make me wonder I will run some test to make sure is right as I posted really quick & I might be wrong

  • The Events where you Change Animation they look very confusing I'm not sure if you misunderstood the how it works the (Else) but here is the translation of your events and see for yourself if that is what you intended to do.

    Event(62)Pick any AdventurerSprite.AnimationName = Class & "_AtKR" >>>> And do nothing

    Event(63) Else: (Every time that you cannot find any AdventurerSprite at all Playing = Class & "_AtKR") Pick all the sprites that meet the condition (Sprite = Attacking & Sprite.aAngle <= 19) and set their Animation to Class & "_AtKR"

    So here you have a problem while it finds at last 1 of them meeting these three conditions

    Sprite = Attacking

    Sprite.aAngle <= 19

    AnimationName = Class & "_AtKR"

    The else it will never Run

    ==============================================

    For the rest of the events set attacking & in combat they are confusing swell. the best thing is to explain in simple words what you trying to do exactly and someone here will help you with the Logic

  • so this is my starting event

    and then i have these two events to change the states of units based on proximity

    however when this event triggers, it sets the state for every "Adventurer" object instead of just the one that is within distance

    is there any way to make it so the event only applies to objects that trigger the event instead of every single object of that type?

    The two events to change the states of units based on proximity can be true at the same time when is less than 60, in the event that you check (dist 500) you should add another condition that checks distance is greater than 60 and lower than 500, alternative you can use the system >>> (is between values) & PrePick The Objects On the conditions

    Here is an example

    https://www.dropbox.com/s/z5opdrs1u6w69y8/PickByDist1.png?dl=0

  • > New Runtime as is still on Alpha testing

    Yes, but I thought that fps would be roughly equal

    I'm not an expert or anything like that, this is only my point of view I could be wrong though.

    If it was at last on a beta test you could spect that

    but as is an Alpha test it could have hundreds of bugs preventing c3 new Runt time riching his Pick Performance I guess. it's very unstable yet.

    For the results of the test showing C2 outperforms C3 with that huge Difference is very clearly that has still a lot of bugs and optimisations yet to fix, or at last, I hope so.

    I base my thoughts from the C3 Run Time blogs showing all the Results of a huge Performance gain in most of the areas I don't think they will risk showing those results if it wasn't true

  • Mnm Interesting I got unexpected results too, I guess they still haven't tweaked properly yet the c3 New Runtime as is still on Alpha testing

    C2 Results: https://www.dropbox.com/s/g7shhngshvcd54z/C2%20Test.png?dl=0

    C3 Results:https://www.dropbox.com/s/0yjfkkuej3zrys3/C3%20Test.png?dl=0

  • Woow That looks really awesome, I needed something like that recently, is perfect just in time :)

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  • For Example, I created a sprite when the PathFinding starts. "-1" is where the Arrow started. However, no line was created and "0" is where it starts.

    It Should start at -1 not 0

    Screenshot: s22.postimg.cc/ybgipix41/line.jpg

    The Index of the PathfinderNodes starts counting from 0 so you gonna have to link the object -1 to the Node(0) Manually

    Probably on path Found>>> the sooner you create the (-1 object) link it to the Pathfinder.Node(0)

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  • matpow2

    Down the road, what is the possibility of formally hooking up with Scirra / Construct and producing officially supported exporters?

    +1 That would be awesome

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  • thanks for testing. I also get the same results on my very old Nexus 10. What Android device are you using?

    No problem Mate

    I tested in a Samsung Galaxy Tab A

    Model- SM-T585

    I also get the white screen on my old Nexus 10, but it works on my Nexus 6 and Pixel XL. So I am not sure what is causing it.

    before I uninstalled today to test the consent your app was working great until today, I must have had the version from the first release that you released, that can give you some guidance to see which version has the problem with the white screen

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tarek2

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