kriand's Recent Forum Activity

  • Did you look at my example? Using a 'for each' loop does not make things better. Use the 'wait' property of the fade behavior. It works a little faster then comparing the Y coordinate to destroy the road.

  • Using two effects on so many sprites is really a bad idea, especially for a mobila game. Try to optimize the image so it can be used without any effect. You dont need to includ dt in bullet behavior because it is already using it. From your example i dont realy get how your game will work, but i am sure there will be some things that need improvement. Here's an example where I think it could work better:

    1drv.ms/u/s!Ap_-qxoGKbDcg2-8y22xY2n9jbyh

  • What are you using to preview your project? Using the newest version of chrome or NW.js is significant faster then the newest version of firefox. Did you try the same thing in an empty, new project to make sure that creating/destroying is the cause? Maybe sharing your project can help us to find a solution.

  • I tried to reproduce this using fade out to destroy the objects. Enabling fade always leads to a lower CPU usage (using C2 261 64-bit).

  • I added a global boolean to check if the player is dragging a card and placed the 'is dragging' event above the card sorting:

  • Yes there is another way. You can create an invisible sprite, pin it to your objects an check the collision:

    1drv.ms/u/s!Ap_-qxoGKbDcg21IfgbCldYigo9k

  • This is how it should look like:

  • I solved your picking problem but the way your code is now it starts to glitch when you want to link more then two blocks together. I think you have got more work ahead of you.

    1drv.ms/u/s!Ap_-qxoGKbDcg2w1XGy1hXSiERub

  • You need to change the Z-Order when dragging a card and when dropping a card back to the hand:

  • You activate stepping by enabling 'Step' in the Bullet behavior properties (C3) if this is what you mean and could not find. In C2, this feature does not seem to be included, at least I can not find it.

  • I see now. So in this case the option with viewport could look like this:

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  • Since 1920x1080 and higher is standard today, it makes no sense to additionally use a graphic in a smaller resolution if you use a Full HD version anyway. That would only make your game unnecessarily bigger. If your game does not use Pixel Art and you want clean textures, you're more or less forced to optimize your game and graphics to at least Full HD. In your place, I would therefore only use the 1920x1080 variant.

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kriand

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