WackyToaster's Recent Forum Activity

  • If it still hits 60 FPS, it's fine.

    I think we should have higher standards than that. Most phones nowadays run at 120 fps. I know the average joe probably can't tell the difference, but I can :)

  • You'll have to store and load the messages somehow. Eg using local storage.

  • Yeah github is the way to go. I use github desktop for a nice GUI, it's quite simple. Add auto-backup and have it save into a cloud storage for bonus safety.

    the sheer amount of times my project has been corrupted is a little wild

    What in the world are you doing exactly? Because this basically never ever happens to me. I had maybe 2-3 corrupted projects over all the years and I'm always on the susceptible beta-branch too.

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  • I'm pretty sure it's mentioned somewhere in the docs that one should try to avoid sub-events unless necessary (probably because there's got to be some kind of overhead) but in this case the opposite appears to be true.

    My guess:

    The slow version runs a for each loop, and then compares and sets each Sprite individually.

    In the fast version, the loop runs but doesn't do anything. The Sprites are then "collected" to bring the SOL into the sub-event, and the comparison and setting opacity is done as a single, optimized batch operation.

  • I'm getting close to finishing this. It's been about 1 year.

    1 (one) year? Jeez you are GRINDING!

  • What's the font? Is it on dafont or something so I can try? I feel like I had that happen with fonts here or there where they'd clip outside the bounding box but I'm not sure if that's the issue here. You can try adjusting lineheight or add a space at the beginning to see if that fixes it.

  • There is another distinct issue with global objects in that once they are destroyed, they do not respawn again. As an example:

    Goblin has a sword, the sword is global with a boolean as suggested. If I now leave the layout, I need to destroy said sword. If I then return to the layout, the sword is now actually gone and does not respawn, so now my goblin doesn't have a sword anymore.

  • If you read the suggestion on github you can see that this is one of the proposed workarounds. But it makes any kind of updates to these objects annoying (updating the sprite, image points etc.) and it doesn't fully adress the issue I outlined in the suggestion (not able to change it at runtime depending on need)

  • Global as of right now means that if something is set to "global" it will not be destroyed when you change the layouts. You can set e.g. a Sprite to global, but this will automatically apply to all instances of the Sprite. My suggestions is about having the option to apply this per-instance and also be able to set this at runtime. Although if you read the suggestion + comments I think the whole "global" thing might not be necessarily the correct idea. It just does functionally what I want, which is to not destroy an instance automatically when the layout is changed. So really, a behavior that does this would be perfectly fine.

  • Very cool.

  • Servus fellow Austrian.

    If I get it right you want to check all the distances between each player?

    That should do the trick: wackytoaster.at/parachute/highestdistance.c3p

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WackyToaster

Member since 18 Feb, 2014

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