gumshoe2029's Recent Forum Activity

  • Glad you got it worked out. Thanks for sharing your solution.

  • You could try using a Between value condition to check the Sprite.Angle and then have it like:

    if 44 < Sprite.Angle < 46

    or

    89 < Sprite.Angle < 91

    or

    134 < Sprite.Angle < 136

    or

    179 < Sprite.Angle < 181

    or

    224 < Sprite.Angle < 226

    or

    269 < Sprite.Angle < 271

    or

    314 < Sprite.Angle < 316

    or

    359 < Sprite.Angle < 361

    then do movement

    else do nothing (or maybe reorient the sprite using +/- degrees until it is in one of those avenues)

  • Do like:

    global var maxEnemies = 6 (or w.e)

    GROUP: Enemy Spawner

    Every 10.0 seconds: (or w.e time)

    • - For loopindex 0 to maxEnemies :: Spawn enemy
    • - - - Compare variables: loopindex = maxEnemies :: maxEnemies = maxEnemies * 2

    Compare variables: maxEnemies >= 100 :: Disable group "Enemy Spawner"

    Else :: Enable group "Enemy Spawner"

    As far as spawning on one another, you can put a Wait 0.5 sec in the loop, or space out the spawns spatially.

  • We use a flexible auto-resizing UI system which uses ViewportTop("layerName"), ViewportBottom("layerName"), ViewportLeft("layerName"), ViewportRight("layerName") to identify the screen coordinates with respect to our primary UI layer, then we subtract to get the screen size (HxW) and do some math to automatically resize & resposition all of our UI components every tick.

    I could explain more, but if you really want, I will build you a quick example capx.

  • Are those two screenshots on the same layout?

  • Hm, what is the error exactly? I assume you are using a devtools to display it?

  • np. Glad to help.

  • np. Glad to help.

  • gumshoe2029

    Thanks a lot for your ideas and sorry for the very late reply.

    Actually it is an image sequence from which I made an image sequence. The problem with the image sequence in a sprite is that if I'm correct, these images will be used uncompressed in the code, and thus very very heavy! And there are a lot of them... Around 300 actually, which would make using them as an image sequence in an object impossible.

    Well, in subsequent research here, I found out that Sprites with frames are stored & used in compressed png sprite sheets with around 6-9 sprite frames per sheet. So, I think your fears may already be mitigated inherently in Construct.

    We are displaying around 30,000 to 90,000 sprites simultaneously on one layout with fully dynamic zoom and pan functionality and Construct has performed well so far under these loads. However, phones do not.

    Thanks a lot for your kind words on Healer Quest! The good news is that a PC, Mac and Linux version of Healer Quest is under construction.

    You are welcome, and best of skill in your effort.

  • I have this problem a lot myself.

    In Google Chrome, I use the "Disable Cache" check box in the Developer Tools, which disables the browser caching while the dev tools are active. In Pale Moon (Firefox derivative), I disabled caching altogether, under "Pale Moon" > Options > Options > Advanced > Network > Cached Web Content > set to 0Mb and overriding the automatic cache control.

  • There are almost always thousands of ways to make games. You have just have to pick one that works for you.

    I couldn't stay on that game long enough to see what you are talking about. The music was not my style.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • No. We are publishing on Amazon Web Services EC2.

    Maybe someone else does?

gumshoe2029's avatar

gumshoe2029

Member since 4 Mar, 2014

None one is following gumshoe2029 yet!

Trophy Case

  • 10-Year Club
  • Email Verified

Progress

11/44
How to earn trophies