ome6a1717's Recent Forum Activity

  • If you have a ton of 1 object that has collision checks with it, is there a way to "disable" the checks when other instances are off screen so it doesn't use up resources?

  • DUTOIT - So true. I still haven't figured out For Each. I just try putting it in every event until it works

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  • DUTOIT, R0j0hound, lennaert - thanks for the replies. I've tried For Each, removing the else, and a magnitude of other stuff before I posted. I did, however figure it out in case you guys were curious.

    For some reason I had to switch the "Timer > 0" with the "Timer = 0". Apparently due to the "Timer = 0" event having an "Else" attached to it, it wasn't able to pick the instance, like you stated. I was, however, able to keep my Else Strange, but at least it's solved. Thanks again!

  • I have a very simple line of code:

    [EVENT]                                     [ACTION]
    
    Sprite1.TimerVar > 0
    

    Every 0.1 Seconds .... Subtract 1 from Sprite1.TimerVar

    Else

    Sprite1.TimerVar = 0

    Trigger Once .... Set Platform Enabled

    >>> On Platform Landed .... Set Sprite1.TimerVar to Sprite1.TimerMax, Set position to Sprite1.DefaultPosX & PosY

    [/code:1qs3cr7o]

    What this could SHOULD do, is for each sprite1 that reaches a timer of 0, the platform should become enabled. I've done some tests, and the Timer is getting set to the TimerMax variable for each individual sprites, each sprite is being reset to their respective locations, but it waits until only ONE of the sprites reaches a timer of 0 and then they all fall together instead of individually like they're supposed to.

    I don't understand why it's picking the instances for the "On Platform Landed" event, but not for the Sprite1.Timer instance variable.....can anyone shed some light on this?

  • Ok I LITERALLY just figured out a way after posting this (of course). If you press down arrow, it goes to the event below and resets your viewport.

    *EDIT* nevermind - that only works if you don't click another event

  • Does it bother anyone else that after searching for a specific event (Ctrl+F), once clearing the find window it puts your viewport to the top of your event sheet? Normally it's not a huge idea, but I have over 4000 events so far in my game with tons of folders, and it takes quite a bit of time to go back to my selected event.

    Unless there's already a way to do this...?

  • rainmaker : Generally - yes, but it depends on a couple factors. The more sprites and tiles you put in a single layout, the more memory that particular layout has to load, which will definitely lessen your performance.

  • TiAm - I had a feeling. Thanks!

  • I'm wondering if there is a way to manipulate webgl effects further than the parameters given to us.

    ie. If you put a "bulge" effect, how would you control the central location of the bulge, or even put multiple bulges on that can distort in a pattern based on something like mouse drag?

  • blackhornet - disregard my previous post; I forgot I tried reverting back to stable releases. You are a genius!

    By the way, your Sprite Font Generator has truly proved invaluable. Excellent work, sir!

  • blackhornet - everything in my layout file was already this.view<dir>

  • mapmerry - this goes back to the last stable, but not the previous beta. I saved my project at 159...I'm screwed until the next beta release, aren't I? :)

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ome6a1717

Member since 12 Feb, 2013

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