dop2000's Forum Posts

  • It says it enhances collision detection - cool - Do you know what that means/does?

    I don't know the inner workings, but I guess it improves collision detection for fast moving physics objects, perhaps makes more checks per frame or something like that.

    Make sure you don't change position or angle of physics objects directly (by actions like Set Angle or Set Position), and you don't use other behaviors like Bullet or Rotate. Physics objects should only be controlled with physics actions.

  • Frankly, I don't quite understand what exactly you are trying to do. (I never played Simon Says)

    You need to post your project file and the detailed description of the issue.

  • How do you rotate the star - using Physics actions or some other behavior?

    Physics has a "Bullet" checkbox for fast moving objects, have you tried setting it on for the ball and the star?

  • Events in Construct run from top to bottom. "Wait 0" means to wait until the next tick. So in my example first 30 sprites are created in event #2. Then there is a "wait 0" required to finish their creation. Then events 4-6 are distributing the sprites. So in event #7 they will already be positioned randomly without overlapping.

    Note that event #7 is nested inside #3, which means that it will also be delayed by one tick, and will run after events 4-6.

  • I am trying to determine the difference between:

    It actually may work differently on other devices. If a phone has a lot of RAM, the game may not be unloaded. If there is limited RAM, the game may be unloaded even if the player simply minimizes it or locks the screen.

    You can use System On Suspended and System On Resumed events.

  • Have you tried that link I posted above? You can create and randomly distribute all objects pretty much instantly - in one tick.

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  • Mobile OS can unload apps running in background from memory. I don't think you can prevent this.

    You can save the game state before opening the browser. And next time the game restarts - load that state. If the game resumed successfully without restarting, then you can clear the saved state.

  • Like I said, you will have to define "isReloading" variable on the family. I actually suggest doing this early for all instance variables and behaviors - move them from the Enemy sprite to the EnemyFamily. It will make your life easier in the future if you add more enemy types.

    Then you can pick EnemyFamily instances with isReloading=0, and then pick the nearest among them.

  • I make them global but when i change Layout they duplicate.

    That's what I was talking about. You need to create them only once at the start of the game. Don't put them on a global layer in the editor, because then their duplicate will be created every time you switch to a layout with such layer.

    I don't like using global objects for this reason. I suggest instead re-building the inventory on start of every layout from data stored in an array.

    I didn't downvote anyone, but I really don't understand why people are hijacking this thread with questions about the Arcade..

  • angle(0,0, Gamepad.Axis(0,0), Gamepad.Axis(0,1)) is the angle of the left stick.

    angle(0,0, Gamepad.Axis(0,2), Gamepad.Axis(0,3)) is the angle of the right stick.

    You can then use "System Is Within angle" condition to move the object. For example:

    angle(0,0, Gamepad.Axis(0,0), Gamepad.Axis(0,1)) is within 45 degrees of 180 : Sprite simulate control Left.

  • You can set these sprites as Global, but make sure that there is only one copy of them on the first layout. Then they will be transferred to another layout automatically with all their instance variables.

    If you place global objects on a global layer, this may result in duplicate instances. So be very careful and check them in Debug View.

    Another solution is to store the inventory in an array or JSON, and just re-create it every time you are switching to another layout.

  • Sorry, I don't know what that error means either.

    Have you tried a different browser? Did you install any addons?

    If you can reproduce this problem in a small project, you can log a bug report.

  • Press F12 in preview and check if there are any error messages in the console tab.

  • I'm not sure about the jittering and collisions, but a bigger problem with your dashing system is that you can't dash to the left.

    Try this:

    Make sure to disable "Set angle" for the PlayerBox on all layouts. You don't want to rotate this sprite, because it has Platform behavior.

    At least this should allow dashing in all directions.