oosyrag's Forum Posts

  • You can also use sprite - set animation frame to 'self.animationframe=self.animationframecount-1?0:self.animationframe+1'.

    This is called a conditional expression and let's you do if?then:else in a single line.

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  • Remove scroll to from your player .

    Pin the camera object to your player. You can unpin if you want to.

  • Put the scroll to behavior on an invisible sprite. That is your "camera". You can then tween or otherwise move your camera sprite however you want.

  • Anything you can do in Construct 2 should be applicable to Construct 3.

  • Oh I see, so you want to be able to continue with a correct answer after an incorrect one.

    In that case, you can check just the last entered answer with right(clickedorder,1) = mid(correctOrder,len(clickedOrder)-1,1).

    Alternatively, if they need to continue the series in the correct order, you can simply not record incorrect answers.

    Updated the example file.

  • 400 bullets seems to me like a pretty low object count to drop fps regardless if they are active or on screen or not. You probably have some other issue causing performance problems, such as an event running on all your bullet objects every tick. Destroying them would remove them from that overhead.

    In my performance test I only start to see slowdown after 5000 bullet objects or so, with stepping collisions on, even on my phone.

    dropbox.com/s/rzpb2wpivfbxnyb/waterparticles_perftest.c3p

    Jobel - many pc users, especially gamers, have high refresh rate monitors now. Even some phones are starting to go over 60 fps.

  • You could use a layer for this. You do have to put together your own dialogue box though.

  • It works ! but when you are at the initial position, players go to x.0 y.0. How can i avoid to do that ? if you spam Undo.

    I do not understand what you mean by this. If there is no history (History X size = 0), then the undo event will not run for that object.

    Or the player and objects delete itself

    As I mentioned in the comments, don't delete the object if you want to preserve it's history. If you delete the object, the history array will no longer have an object associated with it. Just move it off screen, make it invisible, or otherwise disable it.

  • Sounds like you have the right idea. Are clickedOrder and correctOrder both strings?

    Edit: dropbox.com/s/od4zgfohtuaqugy/compareorder_example.c3p

  • Fyi, on mobile, the old notifications link still appears in the profile picture menu. It leads to a 404 error. Clicking the notification circle number works fine and goes to the new notification page.

  • Include the reset action in the triggered event? Seems like that would be how a trigger would be built.

  • I mean.... trigger once is a thing that exists in Construct without an addon that lets you define your own trigger conditions...

  • Think of bits as light switches. They can be 0 or 1, off or on. Any set of bits can be represented by a single number. Changing any of the bits will change the number, so every arrangement of possible bits in the set will result in a unique number.

    Two use cases where utilizing setbit and getbit are common would be a bitwise auto tiling function for tilemaps and multiplayer client input states.

    A general case would be when the state of any single thing depends on the state of multiple other things. A single number variable to keep track of this utilizing bits can be convenient, but it's not the only way.

  • The custom movement behavior has a 'Push out solid' action.

  • Use in instance of goal variable to keep track of the state of your queen. Have an event that does something depending on that variable.

    On potted ball

    If queen is potted, do x

    Else do y