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  • Also how do I do I define "valid locations" since the map will evolve the valiud locations will also change.

    You will have to refresh the array with valid locations. Use a function to clear and re-populate the array. Call this function every time the map evolves.

  • Yes, right-click on the layout in the project view (the panel on the right) -> Copy. Right-click in another project -> Paste.

    Be careful though, if there are different objects with the same name in both projects, the whole thing may not copy correctly.

  • Hierarchy is really useful for tentacles because it syncs both position and angle down the chain. If you rotate the top part of the tentacle 5 degrees, the middle part 3 degrees and the bottom part 1 degree, the bottom part will actually rotate 5+3+1=9 degrees. And all three parts will stay connected.

    You can use Sine or Tween to randomize their movement.

  • Try stopping all tweens on collision.

    You can also connect PlayerBox and Player with a hierarchy in layout editor, then you won't need to update player position on every tick. And do the same for other moving objects.

  • I do this all the time! Here is an example - saving/loading from Local Storage

    Same old arguments from Ashley.. Over 12 pages he's trying to convince us that his priorities — limiting features for easier support — should be ours as well.

    Construct creators have a long history of not listening to their customers. C3 will remain an excellent tool for education and hobbyists, but sadly it will most certainly lose its potential as a serious engine for professional game development.

    Edit: To clarify, by "not listening" I meant when Ashley posts something like this, it feels more like an ultimatum than a discussion. No matter what we say or which arguments we present, there's almost no chance of influencing his decision.

  • I don't see any drop in performance. Getting constant 144 fps and cpu/gpu utilization under 2%.

    Can you try a different browser?

  • Working with arrays in Construct is not fun, it's a lot easier to manipulate instance variables, and then copy them into the array.

    So I would toggle the icons like this:

    And when the inventory is closed - copy them back into the array. For example:

    For each Icon ordered by Icon.ID
    .. Array set value:Icon.isActive at X:loopindex
    

    You can create a helper function WriteToArray and call it every time any icon in the inventory is changed - toggled state, dragged and dropped, re-sorted etc.

  • Since you have isActive variable on on the icons, why do you need an array to keep selection state? This task can done a lot easier without it.

    I also suggest using number type variables (0/1) instead of boolean, it's easier to work with them in Construct.

  • Weirdly, Phyiscs behavior works really well with a large number of moving objects. Here is someone else's demo, with 500+ zombies I'm getting 144 fps and only 15% cpu utilization on my PC.

    dropbox.com/scl/fi/b8w45zomhay2o9lfmrqxb/ZombieAiNoOverlapingV3.c3p

  • You should be able to do this by picking key_gen instance:

    List On Selection Changed
    key_gen Compare instance variable codes=List.SelectedText
    ... ssh_key set codes to key_gen.codes
    ... ssh_key set encryption_type to key_gen.encryption_type
    
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  • Use "Stop stepping" action as soon as you detect the collision/overlapping. It will not trigger further steps for this tick.

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dop2000

Member since 26 May, 2016

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