dop2000's Forum Posts

  • No, quite the opposite.

    If your parent event is "animation has ended", and in the sub-event you check if objects are overlapping, then overlapping check will not be performed while animation is playing. So it will have zero impact on performance.

    It's the same situation with "On collision" event, however since "On collision" is a triggered event (it only lasts for 1 tick), you should be careful when using it in sub-events.

  • The easiest solution would be to simply move all other "On start of layout" events out of the "Game Engine Pausable" group.

    Or you can investigate why this group becomes deactivated when layout starts. It's hard to tell by these screenshots, but I'm guessing some event momentarily sets InGameMenu to 1.

    Or if you are switching to this layout from some other layout, it's possible that this group is already deactivated when layout starts. Add this to your event #1, it will tell you if the group is active on startup or not:

    Is group "Game Engine Pausable" active -> Browser Log "Group Game Engine Pausable IS ACTIVE"

  • Instead of the Persist behavior try setting your player as Global object. Also set Global for all its dictionaries.

    You'll need to remove the player instance from all other layout except the first one.

  • I'm now not sure what did you mean by "add score using lerp"?

    Do you want to animate the score?

    See this capx:

    https://www.dropbox.com/s/mlxdp26q0vwtd ... .capx?dl=0

  • a) yes, I believe so.

    b) When you click any layout on the Project panel, you can change its event sheet in layout properties on the left panel.

  • This is a huge issue for me - I'm used to C2 shortcuts where Ctrl-W closes an active tab and Ctrl-F4 runs the project in debug mode.

    In C3 these keyboard shortcuts immediately close the browser window! It's incredibly annoying. Can anything be done about this?

  • See this post for some examples:

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  • So you need pick 2 instances of Thing, check if some boolean instance variable is true for both of them, and then destroy 2 instances of Stuff?

    You can do this:

    System pick Thing by evaluating ((Thing.UID=1 | Thing.UID=2)  & Thing.someBoolean=1)
              Stuff Pick Instance with UID 03 -> Destroy Stuff
              Stuff Pick Instance with UID 04 -> Destroy Stuff 
    [/code:1493o4fq]
    
    It's a bad habit to use fixed values for UIDs in your code, you should use instance variable "ID" instead.
  • You can't check for collision as collision event might happen while animation is still playing, so you need to check for overlapping.

    Something like this:

    Unit on animation "attack" ended

    Unit is overlapping Enemy -> (deal damage to the enemy)

  • See this discussion:

  • Wait, you are using 1D array for this task?

    Change your array dimensions to 5x10. Here is a demo I made:

    https://www.dropbox.com/s/2ojwkuot5an8q ... .capx?dl=0

    Run the project in Debug Mode (ctrl-F4) to see array contents.

  • Both arrays and dictionaries have their pros and cons. What's to choose depends on your data and how are you going to use it.

    There's actually a plugin that can help parsing CSV files or even convert them to arrays:

  • "On load" is for asynchronous events, when the wait time is unknown.

    Load from JSON just requires 1 tick to process, I guess.

    • Post link icon

    Since the evidence points to this being a third-party issue and you don't seem to want to co-operate, closing this report.

    Oh, so it is me who is not willing to cooperate? I have no words....

  • Sorry, I see it now. Have you tried creating a new layer and moving all objects from the problem layer one by one onto it?

    You should be able to see what causes this property to switch to "yes".