99Instances2Go's Recent Forum Activity

  • This should work:

    Bring B into a family.

    Pre-pick A as you like

    Family is overlapping A

    (For each A / if needed)

    Let me know if it dont work.

  • Right mouse button down ?

    Sprite > instance Munition > 12 ?

    _______________ Sprite > Set boolean true

    In the Animations Group

    Sprite > Is boolean instance variable set ?

    _______________ Sprite > set animation

    In some other group

    Sprite > Is boolean instance variable set ?

    _______________ Sprite > do something else

    _______________ UNREFERENCED object > do something

    That sort kinda of situation?

    Dont understand why you would use the expression. The condition is perfect fine ?

    And blazing fast, if not true ... it just skips all the subs and actions.

    There is no way that you can do it faster than this.

    Unless i dont know where you are going with this.

    You (i think) forget two important things.

    1/ That boolean needs to be set false again. Setting that boolean false is not always easy. In this case it is easy.

    On Right mouse released

    _______________ Sprite > Set boolean true

    This is a new event. As you notice.

    2/ You see (i think) that boolean just as something that true/untrue. But it is way more then that.

    Never forget the 'Sprite' that i wrote several times up there.

    The condition 'Sprite > Is boolean instance variable set' PICKS all instances for that Sprite with that boolean = true. Its action work on all picked sprites.

    As long as that picklist is not empty, actions addressing unreferenced objects will work on all instances of that unreferenced object.

    So, if you set a boolean, and use that later to set animations (by instance), the condition also picks the right objects to set the animation to.

    That might sound weird because you talk about an object with only 1 instance. Yet, also that 1 instance needs to be picked. And you better pick it intentional, rather than par hazard.

  • ... i don't want to have to keep evaluating the Boolean value each tick

    Yet, that is the way to go.

    Unless you eliminate the use of the Boolean and move the actions that belong to its evaluating condition to the trigger.

    Assuming, that i understand you correct. This not what you wanna do ...

    On collision < a trigger

    .............. set Boolean

    On Boolean

    .............. do stuff

    Then just do this ...

    On collision

    ............ do stuff

  • If you intend to write more events to this (dont know if thats gonna be the case), that wait will bring you hopeless problems.

    Besides that.

    Use Browser plugin to log Sprite.UID&"/"&loop&"**"&Pico to the console in your last loop.

    'loop' in there is a global variable you add 1 to in that last event.

    Watch it run in Chrome's console.

    At any iteration you (mostly) write a bigger number on a 'next' index in the array. It rarely resets.

    So next iteration, when that next index is used, pico grows according, and keeps growing.

    When the sprite 50 is picked, it allready does like 120.000 iterations. At that moment you write the same value on the same place in the array like 3000 times.

    It is freezing because you created a near endless loop.

  • rownumberofname =Array.IndexOf("nameentry"), assuming that "nameentry" is stored on the X-index.

  • Start with a (0,1,1) array. If you only need the X-axis. Push new values to it, to keep the array from 'wasting'.

  • Common Conditions, Common Actions and Common Expressions have there own page in the manual.

    A ton of empty space is a heartless waste of computer memory.

    But, i suspect that you use 'zero' as a value, hence, they are not even 'empty'.

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  • You look into the future, and when the future is fine, you spawn in the present.

    This means that, when the future is not fine, you dont spawn in the present (@ the current position).

    It checks, but it can not spawn.

    Rather, check the present, spawn if possible, move to the future. (future will become present)

    https://www.dropbox.com/s/oaoq0t1nkxoi7 ... .capx?dl=0

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99Instances2Go

Member since 12 Feb, 2016

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