lionz's Forum Posts

  • When Enemy.Count=0, change layout.

  • If you're going to go with this kind of logic then best to make the object Global=Yes in the object properties.

  • Me too

  • Telling us how it isn't working like it should, i.e. the outcome of the collision check, will help us to work out what went wrong. Even then, it is only logical guesswork.

  • Why are you trying to set an object invisible and then moving to another layout?

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    Getting flashbacks to that thread from July/August with lamar

  • Maybe I missed something but this game makes no sense to me.

  • I do this every X seconds run a function. Each function is an enemy pattern. Enemy patterns are defined by spawning enemy at a certain X (across the screen). You can do random X between a set of values to make it spawn in a random spot or you can set the X of several enemies for predefined patterns.

  • Those events are really inefficient, I would rework all of them and possibly destroy planets or set their position back to default as they fly on forever. It's probably something to do with the planet being on collision with the sun so it adds more than 1 to the variable. On question 12 you are adding 2 to question no. by the way. I would look at using Families, this would help with your events and grouping all planets, you have 200+ events there that could be just 20 and easier to manage.

  • When you use 'on touched object' it picks the object you are touching and then you can grab its data. If it has a variable then you can pull the object.variable value from that object. If you want something more specific you'll have to elaborate instead of spamming question marks.

  • You must be disabling keyboard or platform behaviour with other events, post a link to the game file or a screenshot of all of your events then it's easier to troubleshoot.

  • Was it ever working? You probably need to use if A or D 'is down' to simulate the platform behaviour.

  • Object.PickedCount

  • The layout size is infinite, you can scroll forever, and it doesn't affect performance. You should only really be concerned about the number of objects, especially the objects that use large images and take up a bunch of memory. Objects that are off screen are not rendered and hardly affect performance. Just take into account the total memory usage for that layout and try and keep it under 100mb. I would say best practice though is to do what you're trying to avoid and mimic the scrolling, creating a large level isn't too useful although you can make use of the tilemap object that helps to keep memory usage down when drawing a level.