shinkan's Recent Forum Activity

  • To count down values in array every 1 second you simply do

    +Every 1 second

    +Array: For each X element

    +Array: Value at (Array.CurX, Y) > 0 -> Array: Set value at (Array.CurX, Y)-1

  • You can't manually clear image memory. C2 uses only what it needs for specific layout. When new layout is loaded then all not needed objects are released from the memory and new objects for next layouts are loaded.

    Image memory in the debugger will only show if you use WebGL

  • You can change local variable, but they work in specific scope of events and when that scope ends local variable is automatically reset.

    Read here to get more info about local variables https://www.scirra.com/manual/83/variables

  • hehe LittleStain

    You my friend have no luck with helping others. Most of them treat you the same way

  • Remember that Debugger itselfs takes quite a few % from the CPU to process and display all the data in the Inspect window. When you run debugger go to the Watch or profile tab and then see how big is your CPU usage.

  • Stand on the cube is a bit lousy

    The proper expression will look something like that

    Player: On collision with "Cube" -> System: Go to layout "level2"

    Which mean: When your player sprite is in collision with Cube sprite then go to the layout called "level2"

  • Right click on the "Animation Frames" window not "Animation"

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  • "Or more easy, i don't know if this can be done, just save the game, all countdowns are paused, when you open the game again the countdowns are unpaused but subtract the away time to all countdowns"

    That is the way to go. rex_time_awayL don't care about object, array or any other stuff it simply saves the key (you set the name) and value (time)

    1. You don't array but you can use if your enemies have some stuff to save (like position, variables, states etc or even respawn time) then Array will help organizing it

    2. If you set proper naming convention for Time Away then yeah. It's a matter of simple for each loop

    Countdowns don't need to run every tick. You can update them ever 1 second, and don't worry about the lag. I have a mobile game where I have very similar setup

    and on my old Samsung Galaxy S3 it checks an array with 900 items every one second and it's perfectly fine.

    But just in case I've modify my system a bit. At start array is empty (size 0,4,1) every time enemy is destroyed I'm adding a new index to the array, and when enemy is respawn I'm removing it, It reduced the countdown checks from 900 to max 20-30 a second

  • Use Local Storage instead. To respawn enemies 48 hours later you can use "rex_time_awayL" plugin which saves the time you are away (game is closed) and you can easily compare how much time have passed between game sessions.

    and like gumshoe2029 said. to save data externally you will need some kind of a server (or service) that can do keep the record of your players and their score, settings etc.

  • Spritesheets over individual frames. More versatile and efficient. That is true but I really do like individual frame approach cause it's far more easier to set image points.

    If you make you sprites correctly then you can import them all, set image point on first frame, hit "apply to all frames", crop frames and you are done. When you work with entire sprite sheet then it's not that easy and will require a bit more time to set it all up.

    But my biggest issue with C2 and individual frames are actually collision polygons. If you want small object with hugh collision area then you will need to make and export 512x512 image with just 32x32 sprite in it :/ Yeah making separate sprite just to do collision checks for each object in the game is kind of idiotic xD

    btw Tokinsom Do you know some more about SuperPowers game engine? Wondering how they games perform on different devices. They are using NW.js for desktop and Intel XDK for mobiles as well

  • I have win 8.1 and would like to update it to win 10 but I want to format my hdd first, so I can make clean install

    Do anyone know if I can do that straight away or do I need to literally update my win 8.1 to win 10 first - so it can confirm my licence first.

    I don't want to find out, after making clean install that I need to instal 8.1 again, update to 10 so I can get my old licence and then format my drive and install 10 again

  • There is an Action called "Go to next layout" (or ...layout by name).

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shinkan

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