vee41's Recent Forum Activity

  • Using families would reduce amount of your events to 10% of what you have now. I recommend you look into that. :)

  • It's construct 2 doing all the magic :)

  • Put both your trees and players in the same family.

  • .capx files cannot be accessed, only option is to request permission.

    I'm really interested in seeing this, as having 10k events in a single project sounds excessive :)

  • Here you go:

    <img src="https://dl.dropboxusercontent.com/u/19921470/zordering.PNG" border="0" />

    You basically order objects by their Y, and then move them to top of the layer. The origin points need to be properly placed, usually at the bottom of the object. There is also a plugin that does the same thing.

  • Here's an simple one event version that sorts objects based on their Y location. Uses a family, so you'll need paid license.

    Tree example

  • Here, even made example for your viewing pleasure :)

    Tree example

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  • That doesn't work for the same reason that my original couple of simple ideas didn't work: there might be 30 trees on the map, but there is really only 1 "tree." You have to use the UIDs to distinguish between different instances of trees in order to individualize each tree, or else the opacity will be set to 75% for each consecutive tree you walk into without it reverting to 100% until you aren't touching ANY trees.

    You just end up with half of the trees being transparent that way. :)

    Actually it should work, as each tick it sets every trees opacity to 100. After that it checks if player is overlapping any trees, and lowers their opacity. Don't see why it would not work :)

  • Well you can't do all properties, but you can still select an object with a named variable.

    Object Compare Value

    or

    Compare Two Values( <object.property> = <value> )

    That will select the object.

    Compare two values does not do any picking, says so in the tooltip even :)

    And to original poster: Like said before, you can do that by comparing a single property. If you have variable name, doing 'Object compare instance variable name = Bob' would pick all objects that are named Bob.

  • I believe this would work as well:

    Every tick: Set tree opacity to 100

    Player is overlapping a tree: Set opacity to 25

    No need to hassle with uids or loops :-)

  • I'm picking this thread to show my support.

  • Deltatime is a constant... just reference it in your event by using Background.x=Background.x+6*dt (experiment here...)

    Actually delta-time is not constant, it is time that has been elapsed since last tick occurred. That can vary. :)

    When using delta-time, you really can't say 'move 6 pixels forward every tick' as you are just going against the whole principle of the thing. Instead, you can say that 'move 6 pixels in time frame of one second'.

    DT creates framerate independence. Regardless of what FPS player has, the object will move those 6 pixels in time frame of one second if you are using dt. If you are not using it, player with lower FPS would move LESS than player with higher FPS, as he will have less ticks in a second.

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vee41

Member since 12 Apr, 2012

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