UltraLion's Recent Forum Activity

  • Hi, my character has the ability to strike during a jump.

    So once the jump animation starts, if I press a key, it switches to the air shot animation.

    The flying shot animation has 3 frames

    When I activate the shot while the character is descending the animation is fast, but when I press the button during the ascent of the jump, the first frame lasts until the apex of the jump, while I would like the animation to run fast. How can I solve?

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  • Hi I was trying Construct start page car game, it kinda reminds me of a game I used to play when I was a kid, I was trying to figure out if there is a way to make collisions a little more realistic, does anyone have any suggestions ?

  • Thank you very much! I have never used rotate, tomorrow as soon as I can I try it, this should solve the problem !!

  • Hi everyone, I tried the pathfinding, I noticed that when it is the moment of the curve the sprite slows down, is it possible to always keep the same speed?

    I also tried to use simple waypoints without pathfinding, combined with move towards or bullet, setting the angle towards the next wayponint, in this case the speed seems to remain constant, the problem is that I would like my sprite to curve as it does with the pathfinding, but it actually sets the new angle instantly, how can I go about making it bend?

  • Hi unfortunately I don't need it for the HUD but for sprites in the game, there are several sprites with different instances, some should appear in the various layouts and some not, making the object global would be great, the problem is that I can't apply it alone to some instances, and as I said the global layer does not work because the sprites created from one layout to another do not remain, so I ran into a construct limit?

  • Hi everyone, I don't understand how to make global only some instances of a sprite, I could use the global layer, the problem is that if I create a sprite on that level when I change layout that object has been destroyed and does not appear

  • I don't know if I understand what you want to do. But if you have tiles and one must not collide with your character, set collisions enabled only if on layer 0, when you have to move a tile you move it to layer 1 so that it does not collide

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  • Yes, I noticed it when I entered the debug mode. With about 1600 frames it marked me more than 800 mb, entering with as many empty frames instead about 500 mb.

    I have however changed the project with more objects, able to change images using those loaded in the file folder.

    Thanks everyone for the help

  • Thank you, I was able to correct the problem by inserting empty frames, and setting the instance frame first and then recalling the image from the url!

    Now I just have to figure out if having so many empty frames when creating an object is still heavy

    edit

    I have seen that even with empty frames when the object is created the memory occupied is less but still a lot

  • Thanks for the valuable advice, but I have a problem, I have multiple instances of the same object to which to assign different images, so each instance has a variable with the name of the image to assign, if I have only one instance on the screen it displays it correctly, but if I have multiple instances on screen, each instance will change image as if there was a looped animation with all the variable names. Can it be corrected?

    edit I tried to put generate only once when it is true as condition, now the image stays still, but loads the same in all instances ..

  • Now it works perfectly, but I always use every tick to track the position of the object, are there any problems with using every tick? How else can you keep track of an object? Would it make a difference every second?

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UltraLion

Member since 11 Jan, 2021

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