ome6a1717's Recent Forum Activity

  • We've been trying to do a sort of push effect similar to: "Set Vector Y to -500" only for Vector X. No matter what number we set the Vector X to, it pushes the platform object the same number of pixels regardless. Is this a bug, or are we not understanding how Construct handles Vector X?

  • Arima - Thank you! We were freaking out a bit...good to know it's intended!

  • Aphrodite - it does say webgl- is it a node-webkit bug? or something with C2?

  • Update - we've ruled out of sort of leak, it is confirmed to add memory every time a new texture is loaded. Once everything is loaded, the memory does not increase.

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  • We're releasing our game on Steam shortly, and we've noticed a very unfortunate thing - when loading different layouts, it is increasing the memory usage in the task manager (it seems to be for any sprites/tiles that have not been loaded into the game yet). When going to a new layout, it doesn't seem to do any garbage collecting for the previously loaded objects.

    I've checked my code and object count and didn't find anything. Also, of the few objects that are global, none of them are being created ever (so there is no build up of objects). I've even tried deleting most of my code and switching layouts - still nothing. We are using node-webkit.

  • I've also noticed something similar. Like lolpaca said, looks perfect in preview but shows up in export forcing me to roll back to the stable release. (I believe this was present in 169, as well). It might be worth noting my game is NOT a pixel based game.

  • anata - you are brilliant. Thank you!

  • I am currently traveling and put construct on my laptop. Upon doing a bunch of things in my game, I undoubtedly noticed even though I said to opt out of the beta, it had been using the beta all along. Upon doing a build for testing, people noticed random issues that wasn't in the previous build (tile seams, animation bugs, etc).

    Is there a way to edit something in the capx to changed the version it was saved in so I can keep my changes on my file but use the stable release?

  • I'm trying to figure out how to pick all the instances NOT met in the condition:

    If Mouse is overlapping MenuItem
    Set MenuItem frame 1
    
    Pick All Other Instances
    

    Set MenuItem frame 0[/code:1ny6tj49]

    Something like this. My usual non-coding way of doing it would be to set an instance variable for each individual one and do:

    If MenuItem Var = 1
    

    Set Frame to 1

    >>>>>If Menu Item Var 2

    >>>>>If Menu Item Var 3

    >>>>>If Menu Item Var 4

    >>>>>If Menu Item Var 5

    >>>>>If Menu Item Var 6

    >>>>>If Menu Item Var 7

    >>>>>If Menu Item Var 8

    >>>>>>>>>>Set Frame to 0[/code:1ny6tj49]

    But this gets incredibly messy. Am I over-complicating this?

  • eli0s - I figured out the collision issue. It was a mistake on my part (I was multiplying the size of the death animation by a variable set on the ROCK's creation event and some of them were accidentally set to 0 )

    I've tried a for each in the event list and it still doesn't seem to play nice when 2 on-screen are playing the same frames. Like I said, if I offset the frame, it's fine. I'm more curious on why it's happening.

  • Aphrodite - nevermind; just realized the same thing should work for that, as well. Thanks again!

    EDIT - I was wrong - upon further investigation, it still has the same issue where the sprites aren't being created. I'm wondering if it can't decipher which location to create the sprite? (I'm creating it at the ROCK.X, so I'm guessing since 2 hit simultaneously, it only chooses one of them?)

  • Aphrodite - thanks! I completely forgot about the spawn object on the sprite action list!

    What about something like the enemy playing the shoot animation?

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ome6a1717

Member since 12 Feb, 2013

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