dop2000's Recent Forum Activity

  • Have you tried changing the values in that formula?

    2.5 seconds + object.id*1.5 seconds

  • Array is not needed. You can do all that with instance variables. Say, set a variable isClicked to 1 when player clicks the circle. Then you'll be able to pick all circles with isClicked=1 to display them.

    Do you know why it's taking so long to start the sequence? It's one of the timer event values, right?

    You are starting the timer for 2.5+object.id*1.5 seconds. So for the first instance it will trigger in 4 seconds, for the second in 5.5 and so on.

  • Like I said, you needed to add "Object id=0" condition above "Pick random".

    Instead of seq variable you can use loopindex.

    And remove "Trigger once" from all events! "Trigger once" not needed there and it can only cause problems when used incorrectly, for example inside loops.

  • "https://website.com/?name=" & PlayerName & "&score=" & GameScore

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  • I can't help you because it's important to know the order of events, how they are organized on the event sheet, and it's difficult to see when you post the code as text. At least make a screenshot.

    If I had to guess, your "Pick a random instance" condition sometimes picks an instance which has already been picked before. Try adding "Object compare variable id=0" just above "Pick random".

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  • It says it enhances collision detection - cool - Do you know what that means/does?

    I don't know the inner workings, but I guess it improves collision detection for fast moving physics objects, perhaps makes more checks per frame or something like that.

    Make sure you don't change position or angle of physics objects directly (by actions like Set Angle or Set Position), and you don't use other behaviors like Bullet or Rotate. Physics objects should only be controlled with physics actions.

  • Frankly, I don't quite understand what exactly you are trying to do. (I never played Simon Says)

    You need to post your project file and the detailed description of the issue.

  • How do you rotate the star - using Physics actions or some other behavior?

    Physics has a "Bullet" checkbox for fast moving objects, have you tried setting it on for the ball and the star?

  • Events in Construct run from top to bottom. "Wait 0" means to wait until the next tick. So in my example first 30 sprites are created in event #2. Then there is a "wait 0" required to finish their creation. Then events 4-6 are distributing the sprites. So in event #7 they will already be positioned randomly without overlapping.

    Note that event #7 is nested inside #3, which means that it will also be delayed by one tick, and will run after events 4-6.

  • I am trying to determine the difference between:

    It actually may work differently on other devices. If a phone has a lot of RAM, the game may not be unloaded. If there is limited RAM, the game may be unloaded even if the player simply minimizes it or locks the screen.

    You can use System On Suspended and System On Resumed events.

  • Have you tried that link I posted above? You can create and randomly distribute all objects pretty much instantly - in one tick.

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dop2000

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