ome6a1717's Recent Forum Activity

  • I've had an issue for a while that I normally found a work-around for, but I'm still rather curious; When I have an event such as :

    if ROCK on collision with FLOOR

    Create ROCK death sprite

    Destroy ROCK

    It doesn't seem to work right if 2 rocks hit the floor at the same time (it will destroy both of them, but it won't create a rock death sprite on both). I've noticed this on other occasions as well:

    if ENEMY is playing animation "Shoot" and = frame 3

    Create Projectile

    If 2 enemies are on screen, playing the animation simultaneously, only one will shoot (usually the first on screen). However if I offset the animation by 1 frame, both shoot the projectile fine.

    I'm just trying to wrap my head around why this is happening.

  • BluePhaze,

    I'm sorry, but it seems incredibly silly to make something like a menu or interactive controls that will be used on every layout, and instead of using #Includes, copy/paste the events to 100+ event sheets.

  • Roccinio - the reason I don't want to do that is if I want to change something that happens in all 100 of those levels, I would have to change the event 100 times...for each time I wanted to change it (sometimes I can't make up my mind!)

  • DAG Yes - all of my layouts are using a "Main" event sheet, and then subsequent event sheets for the specifics levels.

    Roccinio - the thing is, I don't want the global variable to change. It widely affects other events, and switching it to 1 when changing the layout will ultimately re-trigger the event anyway when switching it back to 0.

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  • Everytime I go to another layout while having an event such as:

    If GlobalVariable1 = 0)

    Destroy the world

    Every time the layout switches, it rechecks to see if this variable is 0 (and if it is, it destroys the world...again). Is there a way to avoid something like this?

  • - I can, I'm just trying to simplify my code instead of going through and finding each time something like this is created (which happens on multiple separate events/sheets)

    ikke2902 - I think I see what you're saying. I'll give it a shot.

    Thanks everyone.

  • Doc Ai - it's too large too post, this is the best I can do :

    If this were to work, this is what I would be trying to do.

  • ikke2902 - Hmm, it was a good idea, but it's not working for what I need it to do.

    In order to save hundreds of lines of code, I need to check if a variable is = to something, and if so, when "sprite1" is created, create an additional sprite on top of it. I tried using what you did, ikke, but it only worked for the first sprite created until all of them were destroyed (I needed to add a trigger once to the variable check). I tried taking away the trigger once and it worked, but instead created the new sprite every tick which isn't what I want, either.

    I'm quite stumped on this one.

  • I'm noticing that when doing an "On Created" event, it's not actually picking that specific instance. Is there a way to do this?

  • Ashley

    KFC

    Perfect. I will have to do some research. Thanks!

  • Ashley

    If you scroll to 1:00 or so, how would we do something like this, then? (and btw, this is an example from the game you referenced in the "remember not to waste your memory" blog)

  • eli0s - ah good find! I thought it was during the move, so I tried the wait action AFTER the set animation, which obviously didn't work. Thanks!

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ome6a1717

Member since 12 Feb, 2013

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