dop2000's Recent Forum Activity

  • To be honest, I don't understand the question.

    You can pick each instance in a separate condition. Say, if you want to pick a ship, and then a gun belonging to that ship:

    Ship compare instance variable id=0
    Gun compare instance variable id=Ship.id
    

    Inside that event you will have both instances picked.

    "Pick by comparison" will work exactly the same in this situation.

    "Pick by comparison" condition is meant to be used in more complex cases. For example, when you need to pick all ships with high health and armor, you can do this:

    Pick Ship by comparison (Ship.HP+Ship.Armor)>100

  • community.canvaslms.com/t5/Troubleshooting/Using-function-keys-on-my-Chromebook/ta-p/446131

    And what do you mean when you say the debug mode doesn't show anything? Anything wrong or it doesn't show up at all?

  • Press F12 in preview and see if there are any error messages in the console log.

    If there are no errors, run the game in Debug Mode (Shift-F4) and check everything - for example, the position of your character, layer visibility etc.

  • You can add your own tag into text and replace it with the value before displaying:

    Variable t = [outline=white]You earned {score} points![/outline]
    
    Set t to replace(t, "{score}", str(playerScoreVar))
    Text set text to t
    

    Or wrap your text in bbcode tags:

    Set t to "You earned " & playerScoreVar & " points!"
    Set t to "[outline=white]" & t & "[/outline]"
    Text set text to t
    
  • Now, does that mean that the game has to load every frame of every sprite that exist in the layout? Would it be faster for the game if I split up frames into individual sprites that only exist in the the layout in which they are needed?

    Yes to both questions. If you have a sprite with 10 large frames, but only using 1 frame on each layout, then the remaining 9 frames will be wasting memory.

    You can experiment by running the project in Debug Mode and comparing memory usage by images. Of course, you should only start optimizing if there is an actual problem - if the images are using a lot of extra memory (hundreds of MB or more), or if you are making a game for web where loading time is important.

    Compressing image files (say, by using lossy format) will make the loading faster. Reducing their resolution will save memory.

  • It may be better to use Line Of Sight behavior to check if the path is clear. Either check LOS or cast a ray and see if it intersects any objects.

  • Do you have a lot of text? Break it into smaller pieces. There is a limited amount of memory allocated to a text instance and when the text is very long it will become blurry.

    If that's not your case, then please explain what you mean.

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  • Perhaps the easiest solution for you would be putting a bunch of placeholder sprites, manually in the editor. And then you can spawn random objects on them.

  • As I understand you need something like this:

    academo.org/demos/rotation-about-point

    You can update the position of every object by rotating their coordinates 0.01 degrees on every tick. However, this will probably mess with behaviors like 8direction or pathfinding.

    As an alternative you can use the method from my previous comment and make all objects invisible or place them off-screen. And then add visible copies of them, which will be positioned based on the original/parent object coordinates and the world rotation angle.

  • I'm curious - what program? Can you make a screenshot of the program window?

  • If you are certain it's a bug and you can reproduce it in a small project, you need to report it:

    github.com/Scirra/Construct-bugs/issues

  • --disable-devtools is a checkbox you can enable/disable on export.

    You can see what commands were added in previous version and manually update package.json file after export.

    You can also revert your project file to Construct version 368.2 by unpacking it to a folder and editing project.c3proj file:

    	"savedWithRelease": 36802,
    
    
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