darylwardALP's Recent Forum Activity

  • cheers igortyhon, this makes perfect sense and I'll optimise as many "every tick" events as I can :)

    i've been getting a lot of feedback on my coding practices recently and I really appreciate it, thank you!

  • > It's because there are 4 player Sprites on top of each other.

    Exactly!

    You're right, I wasn't paying attention and didn't notice such an obvious reason!(

    igortyhon to be fair the sprites were hidden off screen and hidden behind a layer in the editor! I didn't even know they existed lol

    By the way Igor I was thinking about what you said regarding Events with no triggers and 'Every Tick' events slowing down performance on mobiles. What would you suggest instead of these?

    Currently the app is working fine on my phone but ofcourse as the project develops, I don't want to run into performance issues.

  • I can now see how I managed to create an additional 3 player sprites, I did it by accident when copying and pasting an unrelated sprite.

    Thanks once again everyone!

  • thankyou thankyou thankyou thankyou!!!!!

    igortyhon - thankyou for looking at it and I will keep your suggestions in mind regarding mobile.

    lionz - i haven't had the chance to check that this is the case but it makes sense that this would cause the issue - so thanking you in advance!

    Not sure how I managed to create 4 of the same sprite (unintentionally) but stranger things have happened :)

    Thanks again!

  • Hi Igor, you now have access to the file, cheers!

    So does Ant K. I'll grant access when you request access, cheers!

  • Hi everyone!

    An event that adds a numerical value (in this case, it's 1) to a variable everytime an object is "picked up" (overlapped by player sprite and then destroyed) has started to multiply the numerical value by 4.

    Here is the code in text form:

    [RainbowCoin Behaviour]

    ----+ Sprite: On collision with rainbow

    ----+ Sprite: Is overlapping Overlays

    -----> Overlays: Add 1 to OverLayColour

    -----> rainbow: Destroy

    It used to work fine, now it multiplies the 1 in Add 1 to OverlayColour by 4 for no discernible reason.

    If I change the numerical value to 0.5, it adds 2 to the OverlayColour variable, which is consistent with the 'multiply by 4' hypothesis.

    The OverlayColour variable is a Family Variable. To test whether the family variable was causing the issue, I changed the event to affect each individual overlay, but the result was the same: still multiplying by 4.

    I can't figure out why the event is suddenly reacting this way: I believe that there aren't any other events that contribute to this problem. Of course, there is a reason for this, so I need help finding it!

    Here's a link to the project file:

    drive.google.com/file/d/1nV3xU6mORatAc3GX--JUzS1QB_4kpAtU/view

    Let me know if you try to download it and it fails for some reason.

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  • Thankyou for putting your solution up here Rhindon, this helped solve a problem for me!

  • Asmodean, thankyou! I wish I had asked sooner :)

    It's true that I thought For Each worked in a different way than it does, which is probably why I ignored it. Foolish! lol

    Thanks again and all the best!

  • Hi Asmodean,

    I tried a ton of loop based things, and I think I didn't use For Each. Most likely because I've misunderstood what it does. I'll give it a go and let you know if it works :)

  • Hi everyone, I need some wisdom. Today I spent around 4 hours trying to figure out how to apply a set sequence of events that effect each instance of an Object. I eventually found a solution but I'm sure it wasn't the most efficient one.

    What I needed to do was make each instance of an object invincible when the instances' animation frame was between a certain range (in this case, frame 74 and 286).

    This was the events that I set up, which would work when there was only ONE instance:

    Using a repeat loop, I would be able to create 12 instances but the events would no longer work properly (which I expected). It was like most of the instances would become invincible at the wrong time.

    I tried numerous work arounds and play testing, hence the 4 hour process. Eventually

    I found the following solution:

    I avoided doing it like this because for some reason, I felt like it's the least efficient way of doing what I needed, and my problem was a lack of understanding of Construct 3.

    So, even though I have a method that works, can anybody give me any pointers on how to work with instances with more efficiency?

    Cheers everyone and have a lovely day, and if anyone asks for it I'll try and link my project, I actually don't know how to do that at the mo :)

    Daryl

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darylwardALP

Member since 23 Jun, 2022

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