oosyrag's Forum Posts

  • If you're using behaviors, you shouldn't use dt in the events that utilize behaviors. Behaviors by default are frame rate independant already, so by using dt you're actually forcing them to become frame rate dependant.

  • Wait delays actions, it does not delay events.

  • Err yes as dop said, ajax post to php, which can write directly or interface with a database on a web server.

  • If your animation frame is the identifying value, then save that to a variable to use later.

  • The trial version will never remove events. You can even open a file with 1000 events and they will all be there, you just won't be able to change them - try logging out and opening the Demonaire example.

    If you are missing events, the events were not there to begin with in that file.

  • Tweening will work well for pan and zoom. I don't see any skew applied in the video, and it's probably not worth implementing mesh distortion for it. Even in your example image if you took off the border, it would be pretty difficult to tell the difference. You would probably get more impact with parallax and scale rate.

    Blending and effects are all up to you to experiment and design around. This is an entire career for people, to utilize existing effects and program new ones. Particles are very commonly used in conjunction with effects to achieve a wide variety of visual results.

  • Did you save? It looks like you are logged in fine. Even if you are on a free edition, you can still open and see projects that exceed the limitations, and there will be a notice at the bottom that you've exceeded the limitations and can't add any new events.

  • 72x42 is not large. I work with data sets with 10,000x100 cells or more regularly in Construct. It would be easier to help if you showed what you did. I imagine if you just ran a loop to update one cell at a time you wouldn't have any issues.

  • It's "estimated image memory" in debug mode. Available vram varies wildly per system, and some can share with system memory. I'd say keep it under 1g at any given point to be safe, but it depends on the target system requirements you are aiming for.

    Remember layouts can also be used to manage memory. Only images used in the current layout are kept in memory.

  • I would use the Pick Nth instance system condition. It is basically picking by IID.

    Keep track of the "current" instance in a variable, and you can increase and decrease that by 1 through input, and pick the proper enemy sprite based on that, from 0 to enemySprite.count.

    If you need some other sort of order, you could add an instance variable to the enemy sprite and pick by comparing that for more control.

  • Project files won't work, but external files could.

    Ajax can post and get files from web sources and nwjs can do so for local files.

  • The sprite in question isn't exactly large by todays standards, relatively speaking. The size of your viewport doesn't really matter as far as the device is concerned. However it might cause memory issues if you have a lot of animation frames (it also might not, it really depends on how many frames it contains). Your idea of splitting up the boss into multiple pieces is a good idea and a fairly common technique to optimize memory usage in other games. If there are significant areas that do not need animation, it can make a huge difference in memory use, especially as your frame count increases.

    Running out of vram can cause your game to either fail to load, crash, or otherwise run at extremely low fps.

  • Since there is no expression to get the pin distance, you'll want to keep track of it manually in a variable.

    Set sprite.pinDistance to max(0,sprite.pinDistance-retractionAmount) (or use a tween here for control of the amount over time)

    Sprite - Pin - Set Pin Distance to sprite.pinDistance

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  • Nothing I've tried myself, but I imagine using some sort of xml/json project file to describe the objects and offsets for each piece of your ship rather than a visual editor. The exact method and format would be up to you. An additional advanced step would be to create your own editor app dedicated to positioning pieces, then exporting to your preferred format as data.

    At least that's how Barotrauma and other games with objects that consist of multiple pieces usually do it AFAIK.

  • You need to position your 0 parallax layer elements in the top left of your layout, where the dotted line shows the viewport.