chunchun's Forum Posts

  • You can see how the event table is represented in JSON,

    is it possible that there are specific scripting rules that developers can choose from.

    Those who like the event table can continue to use the event table. Those who use code form can use code form themselves.

    The setting of special grammatical rules.

    For example, convert the above event table to:

    	if Keyboard.on-key-pressed(116):
    		System.go-to-layout("room1")
    
  • without posting screeshots if your events or sharing a copy of your project its impossible to determine why it happens

    I'm pretty sure it's this piece of code. He deletes it, and the memory is fine. The code means to findpayh every 0.3 seconds.

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  • Ashley

  • I had a performance problem, memory grew wildly and eventually crashed. I looked at the code and found out it was Pathfinding What should I do?

    I have 23 objects and use PathFinding constantly. It is the cause of memory growth. How do I optimize it?

    The game has a whopping 12 gigabytes of RAM within 5 minutes of running and it's growing.

  • Don't add an object to the turret as a target. You need to acquire a target for each turret instance individually. But it will be really difficult to do without families.

    You should probably use another invisible sprite, pin it to each turret and acquire it as a target.

    Try something like this:

    For each Turret
    pick TargetSprite that is not pinned to this Turret, and nearest to this Turret
    Turret acquire TargetSprite as a target
    

    thank you,

    Success! Thank you again for your guidance.

  • I use Turret behavior, I want to aim at other Turret, but I can only aim at myself in the end.

    All the turrets are the same object. There are 10 of them in the scene, and I want them to aim at each other. In the case of not using family, how to make the Turret not aim at itself.

  • Try this

    If you need to do it for multiple objects use a family

    My sub objects are all different objects. The solution I found was to change the Z of the parent object. All child objects are hidden. Ashley should consider how to manipulate the general properties of all child objects at the same time.

  • Can I only select sub-objects one by one, and then hide them one by one? In other words, my parent object is invisible, how can I make all its child objects follow its visible state changes.

  • it doesn't work like this ..

    I want to know the correct syntax format, similar to the document description. I'm not very good at using conlose.log to deduce syntax, before the document comes out.。。sorry

  • Very cool, chunchun! Thank you for sharing, your link invitation was my first visit to bilibili. I was worried I wouldn't be able to watch your video as I do not understand Chinese, but the format/presentation of your video along with a simple "right click" and "translate to english" on the page made it all completely readable.

    I'm glad to hear you visit my channel!I record some video logs of games that I am developing with construct3. Right! Today's translation function makes it all very convenient! Everyone uses Bilbili in China. This is the Chinese version of YouTube.

  • Use an instance variable(s) to keep track of the pinned object, and check it on start of layout.

    Thank u !! This is the only way I have found to solve this situation!

  • It does keep behaviour states, just not Pin I guess because you're relying on other objects that may not have persist, it would crash or something if the object wasn't there.

    HI,Both have persistent behavior. And the object and the dependent object overlap..In this way, it seems that only Pin has lost its effect.Thank you for your test!!!!!

  • Persist is to remember the state of an object and Pin is not really part of this

    When I go from one scene to another, what can I do to get back to where I was before I left? (including Pin and other behavior states)

  • When I go from Layout2 to Layout1, the pin of the object becomes invalid. Despite the use of persist。

    If an object uses persist, will the state of its behavior still be reset?