jobel's Recent Forum Activity

  • one thing that sticks out is Trigger Once should be after the condition.

    Trigger once while true

    Turn an ordinary event (which is tested every tick) in to a trigger. For example, if an event plays a sound when lives equals 0, normally this event runs every tick. This plays about 60 sounds a second and would sound pretty bad. Adding Trigger once while true after the other conditions makes the event run just once when it first becomes true. This makes the previous example only play a sound once the first time your lives reaches 0. *It must be the last condition in an event.

    what exactly is "ground"?

  • it's a bit hard to understand. I think you need to make a small capx showing what you are trying to do.

    One thing to consider is making a system of layers for the player/background objects to be on.. then switch the player to different layers instead of doing Z order stuff which seems to be a bear..

    You said "top down rpg" that image does not look top down, but instead looks isometric.

  • are you sure that screen grab is from OSX? that button doesn't look like Mac..

    a distorted screen like that I would normally say it's a graphics card or driver issue.

    does it look the same on PC?

  • my project uses an unbound layout.. and the player starts the level by appearing randomly inside of 1-3000x1-3000

  • blackhornet yes I tried putting it in all layout's (OnStartof Layout) just to be sure but has no effect...

  • you need to put a '0' in front.. I've noticed C2 does not like .05, instead do 0.05

  • Hi,

    I'm using positional audio and the first thing I do is set the player as the listener. My player shoots objects that make an explosion sound that is played "at object".

    The very first object that explodes is always silent..in fact, I can hear the very tail end of the explosion, so I know it plays. Then every one after is fine. I assume it takes some computing to figure out the position but isn't that what Set Listener supposed to do??

    My work around was to fire a positional sound off at -20 volume somewhere really far away from the player (xypos:20000x20000) at the START of LAYOUT and this has totally fixed the issue... I'm just wondering if there's something else I am supposed to do to avoid this problem?

    anyone else have this problem?

    thanks..

  • blackhornet This is SO awesome.. thank you - thank you - thank you!

    if my game is ever released I will be sure to give you credit!

  • Adding wait is not best way to do it. Most efficient way to build certain chain reactions is state machine. Unless you have some massive array to deal with, like a big level, arrays are fast enough.

    right..just illustrating a point...

    I've loaded data using the CSV plugin, when loading that information into memory that process takes longer than a tick, so you have to "wait" for it to be loaded since the game loop happens every tick... you have to build in something that will not execute code that assumes the data has been refreshed (especially if that code only happens once, like in an OnClicked Event for example)...you have to wait for the data to be finished loading. You can do this with flags or in some cases a simple System Wait might work, but it obviously needs to be tested. The Wait command is less reliable since all machines have different speeds and it greatly depends on the size of your data; a 0.1 Wait on one computer might not be long enough on another. However, there are simple cases where a Wait would suffice depending on what you are doing.

    I think the OP was probably just asking what is faster to build...

  • I like your site.. pretty cool.. and a non obvious cheat for Scrabble!

  • just setting each value using actions, on startup is faster?

    oh I assumed you meant "faster" as in, which happens quicker..i.e computer speeds. Information I've loaded from tables are slower than loading information from variables or direct assigning. I've had to add Waits before executing certain code blocks because loading data from a table is slower than a tick. Whereas assigning table data through direct assigning happens in 1 tick.

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  • traditionally file I/O is slower than things done in memory.

    I haven't used anything with JSON yet but I have used the CSV plugin by rexrainbow and I know that is definitely "slower" than events.

    So it would make sense that Events are fast since this is done in RAM opposed to going to a file and opening it etc..

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jobel

Member since 27 Jul, 2013

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