maxwell88's Recent Forum Activity

  • i try this but dont work, animations ar stopped for all even if i move one 3d shape

    EDIT

    also i add all Textures to container of 3D Shape, this dont solve this problem

  • 3D Shape object have the '8 Directions' behavior to navigate with the keyboard arrows. There are also three different sprites: Texture1 , texture 2 and texture 3. Each sprite have own Texture (Face displays a different color). Now how do I make the code: the animation plays only when the 3D Shape is moving? When the 3D shape is not moving, the animation is stopped

    So i have

    -one 3d shape

    -three different Sprites

    Expected result:

    -when 3d shape is moving play sprite animation only for moved 3d shape

  • How can i set events to receive this:

    when Sprite with name String 'Player' have collision with sprite with name String 'Enemy' do something?

    i use one sprite but difference is Variable string with different names

    -Player

    -Enemy

  • ahh yeah now works fine, excample of working code

  • Hi i cant figuer out how i can add outline to my text

    my few attempts:

    any clues?

  • C3P file: u.pcloud.link/publink/show

    Hello, thanks for reply, but i need this in 3d billboard and not for sprite, using 3d Shape (and sprite as billboard) like in Foggy outbreak example template

  • in foggy outbreak, zombies have always one look, can someboty explain me how make not mirrored when zombie is on left side from cursor and mirrored when is on right?

  • The easier thing to do is add more global variables if you have different weapons. pistolAmmo, shotgunAmmo etc. You can have another variable for 'currently equipped weapon' where 0 is pistol and 1 is shotgun. You subtract from ammo depending on the equipped weapon.

    When you use instance variables like that all you're doing is moving what could be a global variable into a more difficult way of doing the same thing because now you have to pick instances.

    You could think about using instances and variables if your items and ammo are being stored in an inventory array, then they could relate easier but I think you're not using an array.

    I try use many global variables before, for each ammoType, this dont works well with inventory slots. Example: its impossible to make two this same ammo type in two other slots

    Slot1 12x ammo, Slot2 24x ammo

  • Create a sub event and compare on reload : if (maxammo-clipammo) greater than ammoleft, add ammoleft to clipammo and set ammoleft to 0. ELSE do the previously mentioned logic.

    Hello again, im wondering, its possible to make this same events but without global variables?

    i try to make something similiar but with instance variables of One sprite.

    If sprite have instance variables:

    -'ammoleft' "100"

    -'ammoinclip'

    -'maxammo' in clip "12 (this variable can stay as a global variable if that help, because maxc ammo clip i can change easily in events)

    -'Type' 0 or 1

    type 0 means is inventory type sprite and should be storage for 'ammo left' instance variable.

    type 1 means its weapon, and use 'ammo in clip' and 'max ammo' too

    so i have in layout two sprites (the same sprite object) with variables:

    'Type 0' and 'ammo left' is 100

    and

    second sprite 'Type 1' its storage for 'ammo clip'

    When i tap 'R" reload weapon and fill clip size

    After shoot, from sprite 'Type 1' substract 1 from his 'ammo clip' variable

    (Because in future when i add other weapons, each weapon should not use this same global variables)

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  • Draw calls are instructions from the CPU to the GPU on what to render.

    Very very simplified it means: the more visible objects are on screen the higher the draw calls. (it's more complex bc of batching etc)

    Maybe you have some events that keeps creating objects? Take a look in the debugger and see if object count keeps rising.

    Another thing that is very expensive is updating a text object every tick.

    thanks for explonatiom i have first person 3d game so its true when i have camera on front to the city i have draw calls 24% bu when i look at empty space draw calls is 10%

    also i will take look at events

  • Inspector in preview showing more and more draw calls, what this mean and how can i stop this or fix this?

  • hello, how i can look/ rotate camera (similiar like in mouse rotation) with Game Pad analog stick?

    OR

    how i can move cursor via GamePad analog?

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maxwell88

Member since 4 May, 2015

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