oosyrag's Forum Posts

  • https://www.scirra.com/manual/183/memory-usage

    Layout by layout only. A sprite will only be loaded into memory if it exists on that layout.

  • Well it was more like the project was of significant size and it is not immediately obvious what the problem is or what he is trying to do, much less fix it. Not so much a matter of willingness.

    Regarding the version - some people got construct on steam and don't know how to get the latest beta.

    I could make a simple capx demonstrating how local storage works, but that's not what he was asking for. Unfortunately it seems to be beyond the time commitment of those who he sent his capx to to get his localstorage to work for him, something we were unable to confirm until we saw the capx. Sorry I was unable to help.

  • Nifty! So looking at this the ray keeps growing until it hits something, but the explosions would always spawn at 100 pixel intervals, at the end of the ray. You can increase the resolution by decreasing the width increase but at the cost of more repeats in your loop which *might* lag.

    How about spawning the explosion/hit from the target that got hit instead? After you confirm a hit, spawn the explosion from the sprite that got hit - at an angle back towards the player a certain distance based on the size of the target.

    You'll be able to get the distance from the player to the target as well, which can be useful for graphical elements like so the tracer doesn't go through the target (unless you want it to).

    Another problem I anticipate: what if there are two targets in close proximity, that both get overlapped when the ray grows? Maybe use another sub event to pick the closest out of the targets that were picked by the ray?

  • Browser object has it.

  • Is it in line with where it should be? Maybe it is travelling a frame before it gets rendered. Another thing I thought of was maybe it is starting out invisible (50%chance?) And gets revealed on the next tick.

  • The first thing that comes to mind is your image point being off for that animation/frame but you said you checked that already. Did you check the origin point for the bullet itself? Is that animated?

  • Else has to be the top condition in the event

    EDIT: Ok so you can't use else after a trigger.

    The workaround is to make a sub event after pressing c, check if window open, then the next event after that is else.

    On C Pressed
    |
    +- Check if Window exists - Make Window
    +- ELSE - Destroy Window
    [/code:1bkdn8fk]
  • For reference, that one is scroll to location, where x is 0 and y is layoutheight.

    Glad you got it working!

  • Whoops yes I made another very common beginner mistake. Actually I recommend not using wait - it is the cause of a lot of headaches. Add ELSE to the second event.

    I forgot about that. If you use else, you might not need a variable at all.

    On C pressed, if CharacterWindow does not exist - Create CharacterWindow

    ELSE On C pressed - Destroy CharacterWindow

  • Is your player being unpinned by another event? Do you have any other events adjusting your player position? Pin should work even if objects aren't touching.

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  • Sorry, without being able to visualize the effect you are looking for, I don't even know where to start.

  • There should be several ways to do this, although the one that comes to mind first is one of R0J0's examples.

    Might take a bit to wrap your head around though.

  • Use a variable - CharacterWindowVariable

    On keyboard C pressed       | Create CharacterWindow
    CharacterWindowVariable = 0 | Set CharacterWindowVariable = 1-CharacterWindowVariable
    
    On keyboard C pressed       | Destroy CharacterWindow
    CharacterWindowVariable = 1 | Set CharacterWindowVariable = 1-CharacterWindowVariable
    
    [/code:3llldr76]
  • You can:

    1. Set points and life as global variable instead of instance variable (right click on event sheet - add global variable)

    2. Copy the player instance variables to the global variable when changing layouts, and copy them back at the beginning of next layout.

    2. Add Persist behavior to main character sprite. Not sure if this actually works, as it is meant for saving the object when you go to the previous layout.