dop2000's Recent Forum Activity

  • There's probably a mistake in calculations. But your code is impossible to understand.. You have almost 500 events which probably could be optimized to 50 or less. You need to read about functions.

    I suggest temporarily disabling those tweens and replacing them with simple "Text set Y". See if this fixes the issue with uneven spacing. If it does, the problem is likely with wrong timings - you are calculating the coordinates for new tweens based on previous tweens which have not finished yet. But this is just a theory.

    Use Debug Mode - you will be able to pause the game and check everything. Console logging is also extremely useful when troubleshooting - add "Browser Log" actions to key events, you can print out information like object coordinates, variables etc. Press F12 in preview and check the log.

  • 'Switch case' won't be much shorter than a bunch of 'ifs'.

    Like I said, you can use chooseindex or ternary operators to create objects by name:

    Create (a=1 ? "Zombie" : a=2 ? "Goblin" : a=3 ? "Troll" : "Skeleton")

    If you need to assign an instance variable you will have to add all these objects to a family and pick last created instance:

    Pick Last Created MonstersFamily

    MonstersFamily set health to (a=1 ? 5 : a=2 ? 10 : a=3 ? 50 : 3)

  • This is an old and known problem with texts in C3 - some fonts are rendered differently on different platforms.

    Try other alignment options - top, bottom.

    Try a different font.

    If nothing helps, use a spritefont.

  • You can add NPC sprite and the array to a container. Then each NPC instance will have its own instance of the array.

    Also, arrays are global by default, but you can change this. Then it will be created only when an NPC is created. Find more about containers in the manual:

    construct.net/en/make-games/manuals/construct-3/project-primitives/objects/containers

  • Can you give an example of "somthings//////////////////"?

    Some things will be possible to optimize, but you need to be more specific.

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  • I think the number of images matters as much as their size. I have a project with about 15K very small images. Their combined size is less than 50MB. And it still takes about a minute to render spreadsheets on a mid-range laptop.

    My solution was to upgrade my PC..

  • I believe if you are using the latest Greenworks/Greengrinds addon and NWJS 82 or higher, you don't have to add any of those libraries.

    You only need one files - steam_appid.txt - if you want to test without uploading to Steam.

  • Export the game with DevTools checkbox enabled. Add steam_appid.txt file to package.nw

    Launch the exported game (you don't need to upload to Steam). Press F12 and check if there are any errors in the console.

  • Did you set the resolution of DrawingCanvas to 1x1 before loading ImageData? I believe the size of the array needs to be exactly the same as the canvas resolution.

  • Check out this demo, I believe it does what you want:

    howtoconstructdemos.com/using-flood-fill-for-drawing-canvas-to-make-a-coloring-game

  • Do you know of any sprite recoloring things?

    Just add a bunch of frames or animations - for each color.

  • I think pandabear7413 means the first preview after loading the project. I also have to work with large projects with lots of images, and the first time I click preview, it takes 1-2 minutes to re-generate spritesheets. If I have to load a different project version - that's another 2 minutes of waiting to preview it. Accidentally closed the editor - another 2 minutes. These minutes add up to many hours over the course of development..

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dop2000

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