Von Perkele's Recent Forum Activity

  • It's a while loop that runs the number of times you need to create the object. Naturally you can make it run with any number of conditions. If you set up a loop they run like any other events, as long as all the conditions are true.

  • Hi,

    I think the problem is in the way Construct 3 engine handles object creation. I think that if you create multiple same objects the engine is unavailable to process the objects' X and Y coordinates in relation to one another before that tick has passed.

    This naturally makes it difficult to ensure that 100 objects that are created simultaneously the same tick in random position don't overlap. Maybe someone else can correct me on this.

    At least one solution that works is to create your new objects one at time each tick...Like this:

    dropbox.com/s/tsedvs4mqd4hdvm/PreventObjectOverlapAtCreation.c3p

  • Yeah I guess I have to do that, couldn't get it to work the way I wanted.

  • alright

    I want the boss to stop doing any functions when it is hit by a rocket

    ...

    How do i share my game file lmao

    Easiest way is probably getting a drop box account, save your project to your computer, transfer to drop box, enable sharing of that file in drop box, create a download link with drop box and post the link here.

  • Hi,

    I've had some trouble with trigger once conditions. Let's say you have a main condition like Boolean = True, and a subconditions under it, some of what are supposed to trigger once while true and others that have other conditions. Do trigger once conditions work reliably in such subconditions or are you supposed to always use them in the main condition?

    I have tested this in different situations and seem to get conflicting results, sometimes it seems the subcondition is run only once and other times not..or maybe I'm just setting the conditions wrong somehow.

  • Does anyone know what it the best practice regarding this issue?

  • This is from the manual:

    Layout-by-layout loading

    Construct only loads the images for the current layout. This avoids loading the entire project in memory which would be slow and consume a great deal of memory. When starting a layout, all images for the objects placed in the Layout View are pre-loaded. This includes all frames in all animations of any Sprite objects. (In other words, Sprites are either fully loaded in to memory, or not at all - they are never part-loaded.) When the layout ends, all images that are loaded but not used on the next layout are released from memory.

    I understand this meaning only objects that are placed in the layout editor view are pre-loaded.

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  • A few things:

    Do the objects need to be global for this to work if you place them in another layout?

    Do you mean that if an object is referred to in an event it is loaded to memory in the start of the layout even if there is no instance of the object placed in the layout editor?

  • If you place every object type you need in the layout in the layout editor it is supposed to make the layout load faster.

    Also you can store info in the initial objects' variables and effect parameters that the later created objects can use automatically. That is very useful.

    I have set up a condition using the "create object by name" condition that every time when a normalmapped object is spawned from a normalmapped family creates the right normalmap for that object from the normalmaps family. I'm using one instance of all the normalmaps as a storage instance since the effect has tons of conditions and they differ for different objects.

    However, I'm finding it a bit tricky to deal with the fact that I want to destroy the storage objects at the layout start so they won't get on the way. If I simply destroy them all at the start then the other normalmaps that automatically get created at the layout start (using the automated method I described previously) for my normalmapped objects get destroyed as well.

    The best way I currently have to deal with it is having the initial storage items in a "destroy at start" family and placed in their own layer, and the storage objects of that family in that specific layer get destroyed at the start. It seems a bit crude.

    Are there better methods for dealing with initial data storage objects? I know using data arrays is one solution, but I think it's actually more cumbersome overall than my current method.

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  • The problem is that button. When you click it it gets selected (or "focused") and other parts of you browser get "unfocused". This is the fix:

    dropbox.com/s/bw80wcq2kywl4tg/ISOMovementFix.c3p

    It's probably better to make your own buttons from sprites, it's much more flexible. These browser components are a pain to deal with if you want any kind of extended customization.

    Also one thing, I simplified you ISO variable and made it a boolean. Also made the event run only once. If you leave your events like that they will run every tick, which will cause much unneeded processing. If your event only needs to run once when specific conditions are met make sure that they don't actually run every tick. It's the same thing as with the problem you posted last time.

  • Actually I came up with a better idea...

    Since all my normalmaps are named after their parent sprite with "_Normalmap" extension in their name, I can put all the normalmapped objects into a family and then create the object by its name by using "normalmapped&"_Normalmap"" as the name. No need for string variables.

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Von Perkele

Member since 26 Mar, 2020

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