EvasiveBits's Recent Forum Activity

  • Sorry tested doesn't work, I'll play around with it.

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  • Use a repeat loop.

  • I think the for each loops are still endless, meaning they will constantly be creating Marc_(s)

    Try a for each Mrac_ sub-event and test if a Marc_ has the same instance variable as your ship, if it does no need to create one if it doesn't then run that set of actions.

    You will need a local bool that gets set to false on for each ship loop action list, it then would get triggered if a Marc_ instance var already has the same value as your ship UID.

  • Can you be more specific as to how your sprite method didn't have the desired look?

    I could see issues if you are using a single sprite and want parallel lines that follow a curve.

    If the tracks didn't appear at the right place or they looked like dashes you could try this, add image points at the places you want the tracks to appear from the vehicle. Spawn circles that overlap each other from each image point.

    If you go with that method keep an eye on your performance, things get get out of hand quickly.

  • In the future Construct 3 will be faster, so that's a big deal.

    There is a comparison list at https://www.construct.net/make-games/new-features

    I upgraded to Construct 3 last week, I really didn't need to for my projects because Construct 2 is a solid engine, but there are some features of C3 that I wanted and they are...

    Contained animation window. C3 has better dual screen support overall as well.

    The admob plugin has reward ads

    Improved find function

    Remote Preview

    I should mention how surprised I am that I really enjoy working in the browser.

    If you are in the search to earn money from games and you are successful then you will spend a total of $500 for C2, that's currently 5 years of Construct 3. Construct 2 personal is $200 or 2 years of C3. So Construct 3 is worth the try. If you don't like it which I doubt, but lets say you do then you will save $100 by purchasing 1 year of C3.

  • Depending on the structure of your project, you could also disable groups. For example, To "deactivate" an entire eventsheet, you can first create a group and place all events in this eventsheet in this group. If the game's code is in one or more groups, turn them off as soon as your popup appears and activate them as soon as it disappears.

    This is a much cleaner way to do it. Groups are awesome.

  • I felt the same. I bought the C2 license 2 days before I could have got 100% off. 1 1/2 years spent in Construct 2 made me realize how great the engine is. The founders are active in the forum, it's constantly updated.

    Their competitors are on average charge $100 more a year.

    The more money that gets pumped into Scirra the better service we will have, the more subs should keep the price down, though I don't speak for them. I always think of it by how much time the engine saves me, its like paying the worlds lowest wage for help with a very technical job.

    You'll be putting your money in good hands.

  • I imagine there is a more proper way, but a quick fix could be adding a condition to the other buttons, invert rate button is visible (or in layout / however you have it set up).

  • I had a few jitters but the jump mechanic seems entwined with the entire screen, I'm not criticizing maybe that's fine.

    My table used WebGL

    I tested on a lenovo with a 1.0ghz processor and 1gb ram. I got up to 26%cpu and as low as 18% with an average of 60fps, with drops down to 58fps after a jitter. and a massive drop to 48fps upon start of layout.

    Again, you would of had to specifically select the c3 runtime to test the new set-up.

  • I'm going to test. I have a poor android device just for this scenario. But I want to mention that the new runtime is not at official release. To test it you must select it. So it is running on the C2 runtime, so...

  • I would make a separate save file and try a few different approaches.

    Keep in mind, there are different ways to do everything in development and none are wrong, although some may be more efficient.

    My Recommendations:

    You will want to use containers for the sprites, I would then create a player family and use that for the logic, you wont need to re-write or copy any code or duplicate an event sheet, then use a family variable to declare which player is which when you get to that point, use that variable to assign to a player and instance of a player.

    As for Family variables, they will assign each instance of that family member its own instance variable, they are not global so that won't be an issue, they simply automatically assign the variable which you can then access through the object itself.

    I recommend opening up the RTS template to get a good look at containers and families.

  • I just want to make you aware that you could also use a for each loop and pick the bush object, then put the event inside of that loop. The action will then be segregated to the instance in which the event took place. and it is far more cleaner.

    If you got it working that's all that matters. However, it's a good idea to know all of your options.

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EvasiveBits

Member since 26 Jan, 2017

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