brunopalermo's Recent Forum Activity

  • Glad to help! Cheers!

  • There are several things that may be causing this... It's hard to tell you how to solve without seeing the actual code/capx.

  • You just check the collision with the small object. Can't see what's the problem here.

  • I haven't seem the capx, so it's hard to tell exactly what is the problem. But, it seems to me you are changing the speed directly according to the situation and I believe it would be a better practice, and less prone to errors, if you implemented it as a state machine, in whch the conditions would set the states and the states would affect the attributes (like speed).

    In a state machine only ONE state is active at any given time and each state has some conditions that tell the machine to change to other states, thus, overlapping conditions would not occur a states would alternate. What I think is happening in your implementation is that overlapping concurrent conditions are trying to change the attributes simultaneously.

    Here's an example of a very simple state machine that you certainly know:

    Current State	Input	Next State	Output
       Locked       coin    Unlocked    Unlocks the turnstile so that the customer can push through.
                    push     Locked     None
      Unlocked      coin    Unlocked    None
                    push     Locked     When the customer has pushed through, locks the turnstile.
    [/code:b6bspk3l]
    
    Source: Wikipedia.
    
    Sorry if I don't show any code, but it's hard to when I don't know your capx.
    
    Hope this help. Cheers.
  • It's efficient as long as you are not going to this layout during runtime. The objects in the other assets layout are never loaded and don't affect memory usage. Only the images in the current layout are loaded. You can put every image you are going to use in the game into one unused layout, it won't affect the game or use memory. If you are bothered about temporary freezing or a stutter when it tries to load in an image that does not exist in the layout then you can have it in the current layout but destroy it at the start of the game, this allows it to be preloaded.

    That's what I thought... Thanks for confirming!

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  • I think you're mixing things up. Layouts are one thing, Event sheets are another. In layout you'll have objects (sprites, texts, etc), while in event sheets you'll have code (events, actions, conditions, etc).

    The assets layout is there just to guarantee that anything you'll need to create dynamically is available, since Construct requires that at least one instance of an object exists in order to create it dynamically (by using the "Create object" or "Spawn another object" events). This layout has no event sheet associated to it. I'm not sure this is the most efficient way and I can't tell if all objects are loaded or only the ones you create (I think it's the second option).

    You can also have separate event sheets with code you'll reuse and just include then at the layouts for each level. But I'm not sure having enemy specific event sheets that you include only in layouts that have those enemies is worth it. In my understanding, if you have code that is never triggered it just won't do a thing. Of course it WILL be loaded, but, again, I don't believe this will affect significantly the loading times and cpu use.

    Maybe Ashley could help us all on this...

  • In fact, there are notations to bigger numbers, like the vinculum, and even characters added later in Middle Ages, like the Z for 2000, but that's beside the point here. The ideia is that translationco understands how it's done.

  • I noticed you included the self.UID info INSIDE the quotation marks, instead of outside. It may be causing the problem.

    WRONG
    "steam_startdelay&self.UID" 
    
    CORRECT
    "steam_startdelay" & self.UID
    [/code:1arib2po]
    
    Besides that, the code is a bit confusing, so, this might not be the only cause for the problem you're having...
  • Hey translationco!

    I just implemented whats on the pdf in a C2 function.

    Check this capx to see it working: https://www.dropbox.com/s/mzajaz92lnyez ... .capx?dl=0

    Hope this helps. Cheers!

  • I tried to reproduce this issue, but I was unable to. I do manage to make the mouse visible or blink, sometimes, when I click both buttons fast enough. I couldn't find a way to avoid it, though.

  • I usually create a layout, without event sheet, called Assets in which I put all the assets that will be dynamically added to any of the layouts later.

  • You might put as another condition in the clicking action that it must NOT be playing the picking animation.

    Intead of

    On Click Left
             Do something
    [/code:2yn8lkf2]
    
    You should have
    [code:2yn8lkf2]
    On Click Left
    Not playing PickingUp
             Do something
    [/code:2yn8lkf2]
    
    Hope this helps. Cheers.
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brunopalermo

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