lionz's Forum Posts

  • If it existed, why would you need that?

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  • In the car sprite object there is 'pick by UID', you would use car pick by UID 1 - pin graphic 1 to car. Or a similar condition for compare variable if you are using that.

  • Great :)

  • I can point you in the right direction but I am no artist. The collision box on the object should be a box really and not the shape it has now. But adjusting that also doesn't fix it i think because the frames are different sizes and the origin point moves about so it gets stuck in the floor. You can adjust these in the image editor but I think the problem may be back at image export in the external program. Usually an artist makes a sprite sheet where the frames are the same height and the middle of the object is always at the same point so it's not moving up and down on screen while playing an idle animation.

  • Oh yeah it is broken on layout 5, it's because you have that player 2 cat in there with scroll to behaviour so its scrolling to that. But you said 3rd or 4th layouts in your post...

  • Not sure what it could be tbh, maybe someone else can weigh in. The memory usage isn't too bad 100mb which is about the limit on mobile if you're using that. For me it's fine on PC in chrome.

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  • Couldn't recreate what you're describing, player looks fine and visible in all layouts

  • If they are global variables they will persist through layouts but I guess your event sets them each time on start of layout? If you want to set it only once in the game you can use another variable, add a condition if it is 0 then set these values and then set the variable to 1 to make sure it never sets them again.

    Or if these are instance variables on an object that apply to player values then try using global variables instead.

  • You could use one array with the relevant info in columns.

    Using your items as an example it could look like this :

    (add/subtract) / (value) / (buff) / (turns)

    + / 2 / str / 2

    - / 1 / int / 2

    + / 1 / str / 10

    + / 1 / str / 3

    And you run through it like for each row,

    if y2 = str, if y0 = + then strength(variable)+y1, if y0= - then strength(var)-y1

    if y2 = int, if y0 = + then int(var)+y1, if y0 = - then int(var)-y1

    and so on.

    Then after applying the buffs you subtract 1 from y3 for each row.

  • That's an entirely different question you should create a new post as people may not see this answered post now

  • Build it in a way where there are not tons of objects in one layout. Probably do one large area per layout.

  • You could make use of groups on the event sheets, they are handy for splitting events into relevant areas. I think number of events running at once can affect performance but I imagine it would have to be a lot, but you can disable them using groups or not have them running all the time.

    There is also a guide of best practices which includes performance tips. You could take a look at that construct.net/en/make-games/manuals/construct-3/tips-and-guides/best-practices

  • Great :)