Trigger once triggers once while true for all instances of the object, not for each.
https://github.com/Scirra/Construct-3-bugs/issues/5974
reported and fixed for next beta already
This blog post by Ashleyhttps://www.construct.net/en/blogs/construct-official-blog-1/optimisation-dont-waste-time-768
does this suggestion:
Here is my question:
Assuming you do the check every second instead of every tick (and the seconds are in sync per instance not offset to each other) wouldn't you instead of having a lower framerate overall, just end up with a stutter every second.
And going of the idea that a lower, consistent framerate is more desirable than a faster but inconsistent framerate, wouldn't this be a worse experience?
Or am I misunderstanding how the cpu handles these tasks and how they affect the framerate?
Neither will use memory, just cpu.
You can test it yourself, create a bunch of instances, put both events in a seperate group and then check in the debugger. (though I assume they both will perform the same)
ah yea, my bad.
Wouldn't it be the case if the loop ran without the sub event ever being true the other function should be called.
len(text) gives you the length of the text
tokecount(text," ") gives you how many words are in the text.
with tokenat(text,index," ") you can get a specific word of the text based on its index
With these you can create a system to do what you want.
To read more about system expressions, check this:
https://www.construct.net/en/make-games/manuals/construct-3/system-reference/system-expressions
In this case it would just work like ROJO said.
But there are async functions for this purpose as well, set the function to asyncronous in the function dialog (not the call dialog).
Then you can use wait for previous action after the function call.
you can read about it on the documentation.
https://www.construct.net/en/make-games/manuals/construct-3/project-primitives/events/functions
Yea, don't wait...
Also, I have worked with Mikals Spine plug-in and it works great.
I did a quick test using drawing canvas snapshot to read the rgb values of the image and then I create a tilemap with over 30k tiles based on the rgb data of the given pixels.
Took only a second to generate (including the async snapshot).
would be the same as the first solution, but instead of just subtracting dt subtract dt/fuelEfficiency every tick the car is moving.
(I updated the project and added fuelEfficiency, same link)
Wasn't sure what exactly you wanted so here are two different solutions
https://drive.google.com/file/d/19bya5YNtoExw7D3T8KDGZXnlV8etefr9/view?usp=sharing
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check this: https://drive.google.com/file/d/1gIelMGvUySSHpELYSb_U-a0KvQmnI0Fo/view?usp=sharing
I changed it to use Regular mode on the timer instead of once (as this is what you are going for here).
That seems to keep them in sync
Member since 6 Jul, 2017