oosyrag's Forum Posts

  • You'll give some more information about your project.

    How are you determining slow vs fast? Do you have fps numbers?

    Do you have a lot of sprites layered over each other? Transparent spirits cost a significant amount of resources as well.

    Are you running any loops? That is another common source of slowdown.

    Also the pixi looks like it's a three year old budget smart phone running a severely out of date version of android which may not even support webgl. Remember that your computer is generally going to be significantly faster than any high end smart phone, so a low end one may not be able to provide a satisfactory result.

  • Hmm I feel like all those effects could be duplicated with functions and individual text objects after breaking a word up in to each of it's letters. I would probably create a typewriter effect system where every character of your text is each in it's own object to keep things flexible.

    I don't think it would be a huge performance hit, as there are maybe 100 characters at a time and text sequences usually don't have much other action going on.

    I might be interested in making an attemt at a later date. No promises though.

  • Hey replying on my phone so I can only give a summary, but here goes:

    A basic parser of a text file will use the newline token for tokencount and tokenat.

    Use a loop to repeat tokencount(textfile,newline) times (repeat however many lines are in the text file). Tokenat(textfile,loopindex,newline) will give you the content of each line.

  • I'm going to venture a guess that this has to do with not being able to pick a newly generated object until the next top level event.

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  • Here is a rough capx.

    https://www.dropbox.com/s/7u806ikrra0xg ... .capx?dl=0

    You'll need to work out some things like how you want the speed to be when they keep trying to sprint near 0 stamina, or the rate of stamina depletion and regeneration, and also if you want to use dt.

  • Every tick         | Set MaximumSpeed to max(50,MaximumSpeed-0.5)
    MaximumSpeed > 50  |
    Shift is Not Down  |
    [/code:2krq6s8c]
    
    Acceleration will be based on similar, or whatever behavior you are using to move in the first place.
  • I didn't even notice that expression! That is a much better solution: all done with one event.

  • This one is a little bit tricky. Everything you need to manipulate individual characters in a string can be found in the text section of system expressions.

    https://www.scirra.com/manual/126/system-expressions

    You need each individual character of a word. The logic would go something like this:

    Get the first letter of your word with left(word,1). You'll want to store that in a manner of your choosing, but I recommend pushing it into an array.

    Then you need to take that letter out of the original word by setting text to right(word,len(word)-1). This means to set the text to the rightmost characters of the word length minus one.

    Repeat until your word has no more letters (conditions- WHILE, len(word)>0).Now you have all the letters of your word individually in order in an array to work with.

    Try working with that and ask again of you don't know how to proceed, as displaying the word again in pieces that can be manipulated and multiplayer are pretty complicated too.

  • You can use tokencount to see if the word exists in your document after you import your document as a project file.

    https://www.scirra.com/manual/126/system-expressions

    https://www.scirra.com/manual/141/files

    Edit: there is also a find() expression you can use, just discovered that after reading through the system expressions again.

  • Shift Is Down   | Set Maximum Speed to 100
    Stamina > 0     | Set Stamina to max(0,Stamina-1)
    
    Stamina =0     | Set Maximum Speed to 50 
    [/code:3uy3y3el]
  • I've been away, see if this helps:

    https://www.dropbox.com/s/ik6hdyma5qjui ... .capx?dl=0

  • Or better yet : just plain set angle to angle(player.x,player.y,enemy.x,enemy.y)

  • For set angle towards method, that is the easy one. You can use Set Angle Towards player, then set Angle to Self.Angle+180 right after that.

  • Try saving the UID of object created to a variable when it is created. Then add a Pick by unique ID condition to position that specific instance of the object under your mouse or place it.

  • It shouldn't be a big deal to open a bunch in photoshop if you're going to be editing frames manually anyway. If you're going to run through a regular process on all of them like lighting, color, or effect adjustments, you can set up a batch script in photoshop too, basically do the same thing to a set of files, similar to if you were to apply an effect on an entire spreadsheet.