mikehive's Recent Forum Activity

  • This is a vaguely worded question, but as a good general practice, try to identify events you might find yourself repeating a lot and see if you can make a Function out of them. Then, rather than writing the same code ten times, you can code it once and just call it ten times. More efficient

  • talk about rare product!

    Hey, thank you!

  • Haha no worries, we've all done it

  • Try losing the quotation marks in the parameter brackets - eg dictionary.Get(sprite.inst)

    Putting it in quotation marks will make it interpret that as a string

  • You're comparing each Enemy's Y coordinate to itself and only moving it to the layer top if it's greater than itself, which it never is.

    Also, your "Every Tick" is redundant; these events will trigger every tick regardless

  • I can't speak for everybody else but I'm not sure I understood the question Can you describe in more detail what you'd like to do?

  • Are you able to add a thing to your Unpause event that auto-fires or auto-cancels the charge if the player isn't pressing anything?

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  • I can't open your capx as you're a version ahead of me, but from your post I gotta say it doesn't sound like an enormously efficient way of working. You don't need a layout for every single question. Why not just do everything on one layout, and randomly display all the questions one by one on the one layout? Much easier to arrange the questions into blocks and keep track of everything. Just make a few arrays (one for easy questions, one for medium questions, etc) and populate them with as many questions as you like.

  • Yes, you can store all that stuff in variables and save it that way. Eg you could have variables like:

    petAnimal = "dog"

    colourScheme ="green"

    petGender="f"

    ...etc, or assign numerical values to things if you prefer. Then when the game boots up you just have to pull all the info back out of the variables, set the sprite to be a green female dog, etc

  • That's a great piece of software, blackhornet ! I've used it many a time

  • +1 to this, I've seen that most people who don't run into major performance issues either use their own platforming behavior or are not making a 2D platformer

    Perhaps I'm jinxing myself, but I've never had a problem with it. I'm currently making a 1080p platformer and being real sloppy about graphics optimisation tbh, and it seems to lick along at 60fps like it ain't nothin'

  • It's probably the Scale Inner that did it. Try using a different fullscreen mode

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mikehive

Member since 13 Jul, 2015

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