nimos100's Recent Forum Activity

  • Even though 3d integration would be nice, it really have to be well implemented to be of any use I think, so keeping it 2D is probably a good idea.

    In my opinion what C3 would benefit the most from is that the core of the program needs to be designed so when bad designs pop up and users complain about them, they can be fixed without having to make C4 as the solution.

    • More care in adding useful and well designed functionality is needed rather than quantity.
    • The way code is executed needs to be fix. The issue with newly created objects not being possible to pick is a great annoys in general.
    • Far better tools for organisation of projects, some sort of function tracking.
    • General improvement to almost all tools to make them more solid and useful. For instant something simple like a text object, where you can't change the alignment during runtime makes little to no sense when you can do it in the editor. There are so many of these small things that really is needed. And in my opinion they should already be in C2 and not something to hope will be in C3-C6 or something, they are expected functionality of these object I think.
    • That so many things requires workarounds to function is at least on my very top when it comes to C3, spending close to 70-85% of the time when using C2 creating weird workarounds are really not something that makes C2 shine.
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  • There is a 3d plugin here:

    However haven't tried it so don't know if it can do what you need, just making you aware that it might be worth checking out when it comes to 3D.

  • If you need X amount of images, you might as well add them before hand rather than using Load from Url as you need to add the frames anyway, so performance wise you wont benefit from using it "Load image from URL" or at least not a lot. If that is was you are trying to achieve by using it.

  • Is it possible that comparing the distance between objects would be faster then comparing collisions/overlapping objects? I guess this would create a purely radial "collision" but if it could increase performance...

    If you do it correct it will increase performance a great deal using distance rather than pure collision. Like if you use a distance check to turn off collision of objects that are more than X distance from what needs to be checked. There have been a lot of discussion about this topic and some say it doesn't work. But personally from my own tests and experience, I would still use "Is overlapping" and distance checks, and as much as possible avoid "On collision" if I want the best performance. But again that's just my experience and not going to get into a discussion regarding this topic again, so its just my advice

  • Its on purpose that it works like that, even though it makes little sense that it does. The only way to work around it is to add the number of frames you need before hand. So if you need a maximum of 50 images to be loaded you have to add 50 empty frames to your sprite.

    When you load the image you have to increase the frame number each time, otherwise it will just overwrite the image regardless of you loading a new image. Also if you need to store images in different sprites (instances) you also have to do this workaround, as the image is loaded for all sprites of that object type, as picking is ignored when using "Load image from url"

    So regardless of what you do, if you are not sure how many images you need you are going to waste memory or limiting you program.

  • It's SYSTEM; compare values, if player.X > enemy.X - enemy - set mirrored

    Where would the "for each" go there and how?

    If you only use a System, then you are not doing any picking of specific enemies, then a For each wont help you.

    Here is some example of how it works. You have a player (Green square) and 3 enemies (Red squares) and an approx. distance of 400 between the player and the last enemy. Each Enemy also have a Variable called "Enemy_Alive" and going to use distance and that variable to change the color of valid enemies.

    So in the first example, not using a For each. I haven't specified which enemies to check the distance against, And even though 2 of them are within range they do not change color.

    Example two is the same as the first, except it uses for each, so it will check distance for each of the enemies. And 2 of them change color.

    In the last one, they are all within distance, but a condition where they also have to be alive is needed, and only the middle one is alive so it changes color.

  • Not 100% sure, but I think you can fix this after you have exported your game, the folder where you exported it contain the images for these things, so you can just overwrite them with new ones. But you better test it since I just remember it being like that

  • Use "for each"

    First you isolate all the enemies you want to do it for, like so:

    All enemies within 200 range of player (If that was your condition)

    For each Enemy

    <Do something>

  • Problem Description

    Letter cut off when using font size 8 in NWJs.

    Some of the W on the left side is missing.

    Attach a Capx

    https://dl.dropboxusercontent.com/u/109 ... r_bug.capx

    Description of Capx

    Nothing, just a textbox with a Capital W

    Steps to Reproduce Bug

    Observed Result

    Expected Result

    Affected Browsers

    • Chrome: (YES/NO)
    • FireFox: (YES/NO)
    • Internet Explorer: (YES/NO)

    Seem to only be for NW.js

    Operating System and Service Pack

    Windows 7

    Construct 2 Version ID

    r203

  • instance variable as you need to store a specific seat location with a specific passenger

  • You can organize your events differently, that's probably the easiest.

    Create you objects (In there own event)

    Give them a variable called (INT Flip_Rotate = 0)

    (Not sure when you say flip if you mean rotate 180 degree again or flip, but anyway should work regardless, so if I misunderstood you can probably fix It easy)

    Every 1 second

    For each Object

    If Flip_Rotate = 0

    Rotate 180

    Set Flip_Rotate = 1

    else

    Object Flip

    Set Flip_rotate = 0

    If you want them to do it individual so it depends on when they spawned, you should attach a Timer behaviour to the objects instead of using every 1 sec.

  • You could make two variables X_Original, Y_Original in those you store the position of the seat they need. And when you need them to go back.

    For each Passenger

    Find Path (X_Original, Y_Original)

    Otherwise you can store the Seat.UID in each passenger object and just use that.

    For each Passenger

    Pick Seat with UID = Passenger.Seat_UID

    Find path (Seat.X, Seat.Y)

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nimos100

Member since 23 Sep, 2012

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