ome6a1717's Recent Forum Activity

  • Has anyone actually figured out how this condition works? I know you use it for multiple instances of the same sprite, but it always seems to require hours of headaches moving "for each" to different events to see its effects.

    And even then, I'm still able to figure out a bug (ie. if you DONT kill the first enemy and move past him, the second one wont do what it's supposed to)

    All I've figured out is that when picking instances via instance variables/booleans, anytime you use Else, it disables the picking. Can anyone shed some insight on this? Thanks.

  • Doc Ai - I actually was able to change every animation/anim frame aside from the default animation and have no problems as of yet. My capx is unfortunately too large to post, so I tried copy pasting the sprites into a new capx and changing them and they seemed to have worked. I'm assuming that means it's something with my code, but I have no idea what that is, so since I fixed 90% of the problem, I'm going to quit while I'm ahead . Thanks for your help!

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  • Doc Ai - I did; changing the origin points actually did nothing (and I did drastic changes)

  • *UPDATE* I did a quick test of just cropping ONE frame of ONE animation, and it actually messed up every frame of every animation....something's going on here...

  • A long time ago when I started my project, I used an invisible sprite as my "platform" behavior and attached the arms, head, and body to the platform. Now I'm getting close to releasing my game, and I've decided to do some performance improvements.

    Long story short, my platform sprite is twice as large as I need it to be with a bunch of transparent space (don't judge, I just started!), so I wanted to consolidate the empty space by using "Crop Transparent Edges". Once I do this for every frame (I must have the platform duplicate every frame/animation of the character sprite in order to get the arms and head to move appropriately), when I load in the game, it looks as if all of my image points have changed drastically. The arms are 30+ pixels off, the head is the same, etc. I know this because the arms and head have an "Every tick, set arms and head to platformsprite.imagepointx & y" event.

    Can someone confirm this is supposed to happen, or is this a bug?

  • I'm actually curious about this, as well. I've been adding enemies to my game, and checking the debugger, even when the enemies aren't in the layout, the code still seems to grab a 0.1% or 0.2% of my CPU usage.

  • 7Soul - thanks for the help!

  • I was afraid of that :X

    Thanks!

  • DoCai - Originally I thought it would be easier to search for certain things. I suppose I could make an event sheet for each layout, but I have over 60 layouts; it might be a bit of pain at this point. I wouldn't count it out if I couldn't find a solution, however.

  • 7Soul - I had no idea triggers were played first regardless of hierarchy.

    Do I need an else for the collision checks? (I'm going to have a bunch of them for various objects)

  • I've been developing my game for a while using a single event sheet and setting every parameter as "if LayoutName = "Whateverthelayoutnameis", and then having all of my events under those for each layout. While everything works fine this way, I loaded up the debugger just to play around with, and it looks like stuff that should NOT be utilizing CPU actually is (very minimal, 0.1% here or there, but it adds up rather quickly).

    Is the way I'm going about this wrong? Should I have an event sheet for each layout? Or is there a better way to do a one event sheet game?

  • 7Soul - okay let me ask you this. Is that the same as putting a "if object is on-screen" collision check?

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ome6a1717

Member since 12 Feb, 2013

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