oosyrag's Recent Forum Activity

  • Note that "2d" platform games with huge, nonrepeating assets and levels such as ori and the blind forest and child of light are actually created in a 3d engine, which has different rules. The memory budget for textures is still a thing to consider, but the geometry is drawn during runtime. This allows for basically unlimited shapes to paint textures onto.

    For 2d engines, the common approaches for huge levels are either tilemaps or reusing scaled/stretched/tinted assets. See construct.net/en/blogs/construct-official-blog-1/remember-not-waste-memory-796 for an example.

    As I mentioned before though, Construct 3 allows for the ability to load and unload sprites/textures from memory on demand. This will allow you to basically stream in assets as needed, as long as you clean up any unneeded ones at any given point. This can be difficult to design around, considering the graphics memory capacity of user devices can vary greatly, not to mention a lot of work.

  • Something like this?

    dropbox.com/s/n1nt5yuih8c3exe/Boxes-example.c3p

    For each created box, check if the distance is farther from the origin than the touch distance. If it is, set opacity to an inverse function with x, where x is the distance from touch (as distance increases, opacity decreases, normalized between 0-100).

  • construct.net/en/make-games/releases/beta/r117-2

    Basically you'll be manually loading an unloading your sprites during runtime to keep memory usage reasonable.

    I would not recommended doing this unless you're really confident you know what you're doing.

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  • showcase.api.linx.twenty57.net/UnixTime/tounix

    The above is an online unix timestamp you can reference. You can get it via the AJAX object's request url action.

  • If you really want to refactor your actions, you can set x/y offset instance variables for each piece, then loop through each piece to set their position based on their instance variable.

  • A. Match all their origin points together.

    B. Use imagepoints, and spawn objects on imagepoints.

    C. Use position each object individually. Nothing wrong with 30 actions.

  • Ok so there's 3 parts to this: displaying an array, modifying arrays, and saving arrays.

    It sounds like you have a solution for displaying, so I'm not going to touch on that much, since there are many different ways to do so depending on how you want it too look and feel.

    My main advice would be to use seperate 2d arrays instead of a 3d array, since you want to be able to modify them individually. For example in your fifth point, you want to remove an item from one array upon adding it to another. If you were to delete the xth row in a 3d array, it would delete that row across the entire z axis as well.

    So start with organizing the arrays you want as seperate objects, displaying them, and modifying them as needed as 2d arrays.

    For saving, you can get an entire array's content as a string with the array.asjson expression. Save this string to a local storage key for loading later with the array object's load action.

  • You can only sort by x where y and z are 0.

    To get around this, you can use a helper array as an index of whichever axis you want to sort by, and reference the main array through that.

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  • I don't mean to be rude but I did read through that twice... What was the question you wanted to ask exactly?

  • There is a create object action under system.

    If your spawn object event isn't running, there is probably an issue with your conditions. The best way to get help is to show what you did in your event. You can right click the event and click copy as text to share on the forums, or take a screen shot.

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oosyrag

Member since 20 Feb, 2013

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