eleanorjmorel's Forum Posts

  • > With the release of beta r252 (today!) Scirra updated the importing of animations.

    >

    Wow, not even 24 hours after I made this post... Awesome!

    How do you use it ? You have to make hundreds of folders and export your animations as multiple images into each of those hundred folders separately ?

    That's an interesting solution. You'd have to have a cheat sheet detailing which frames where the start and stop of each animation. It's probably awful performance-wise as Construct 3 probably keeps all the frames of an animation "ready" regardless of which ones you want to play, so instead of 3 40kb frames "cached" (maybe the wrong word here), it's 30 or 50 or 100 frames.

    no it'S slow because you have to calculate and advance animation frames manually with events. Displaying a sprite loads all of it's animations regardless

  • i'Ve also run into this issue, what i've been doing is putting all the frames in the same animation and choose the frames with events to save time, but it runs pretty slow compâred to normal animations

  • for what purpose ?

  • send a message with how long until it start and date.now and be done with it

  • you don't need a "for each", the issue is that you're not picking the OctoSpit in phase 2, you're picking player, so all OctoSpît will do the same as the Octospit that'S in phase 2 with the smallest IID

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  • if the host is authoritative it doesn't really matter if it doesn't line up with lag, like, if the player dies on the host, then it will die a second later on the peer when it catches up with lag that'S all

  • Also, i think doing this is actually a very good exercise and lets you improve at construct by miles, to do this you have to understand picking and instance variables and self references and generally better understand what you're doing, which is very good !!!

    also about the part about it complicating your code in kinda false, if you're able to cram together multiple conditions and actions, you end up with a much smaller event count (maybe you don'T want people to do this because the event counting takes into account conditions and not actions so you can put huge amounts of events in the free version ?)

    Also, as an important note, it works here because every sprite is moving on every tick, but if you were to have some sprites not move, it would become inefficient because it forces those to do the action anyways. I recommend you give the "pick by evaluate" condition a shot with the ternary (?:) operator for "short circuiting" out of "or" blocks for picking objects, or if something simply has a velocity and you need to move it, the eval can be simply sprite.velocity <> 0 since it will return true for every sprite that has a non zero velocity and pick them and then the action can move them and that'S pretty cool !!

    (also if you want to short circuit, you should put the most likely condition FIRST, and when either true or false, whichever if the most likely, end by setting the variable, and put more conditions in the other branch, but in your example, you put it last so it kinda defeats the point)

  • You might want to get this!

    construct.net/en/game-assets/game-templates/pixel-perfect-resolution-554

    it'S for artifacts-free pixel art without using the constricting "optimize for pixel art" options

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  • How do i make this code work in worker mode

    history.pushState(null, null, location.href);
     window.onpopstate = function () {
     history.go(1);
     };

    it prevents the game from closing using the back button, but history and window aren'T available in worker mode

  • Very cool!

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