Asmodean's Recent Forum Activity

  • It depends if you have only instances from one object or you have instances from different objects, then you have to use a family.

    I made a little example:

    https://drive.google.com/file/d/0B5FlDY ... sp=sharing

  • Ahh, now I understand.

    I'm afraid I can't really help you with that, that it really look good. There are people here I believe are fare more competent for this kind of problem.

    But I've tried something.

    It works, but it doesn't really looks like something 'flies in'.

  • What do you mean with 'de-spawning'?

    The easiest way is to create the object outside the viewport and move it into it.

    For example:

    System| Every x seconds -> System | create object Sprite on layer 0 at (-sprite.width-1, y)

    This will spawn an object on the left. -Sprite.width-1 pixel outside of the left border.

    If your sprite has the width of 32 it will be created at x=-33, y.

    Now you have to move it:

    System| every tick -> Sprite| Move forward -1 pixel.

    If you want to spawn it at the right side:

    System| Every x seconds -> System | create object Sprite on layer 0 at (OriginalWindowWidth+Sprite.width+1, y)

    System| every tick -> Sprite| Move forward 1 pixel.

    OriginalWindowWidth is the Windows width in the project settings.

    This will work as long as the screen doesen't scroll, then you have to use viewportleft and right

  • Ahh, sorry zenox98 I read it wrong. I read every second, not every 60th of a second. That is even higher what I observed.

  • zenox98 did you miss a zero in the amount of collision checks per second?

    emoaeden

    1. the scoring took a huge amount of cpu-time. Try to disable the scoring group and you will see it.

    2. I have up to 6000 collision checks per tick, that would be up to 360.000 collisions checks every second with 60 FPS. There has to be a problem with your collision checks.

  • Don't use the inspect tab to measure your cpu usage. Use the profile tab or use cpuutilisation as expression in a textfield. The inspect-tab has a high cpu usage if there are many objects by itself.

  • Maybe the answer is to easy:

    x= 6,879

    round(x*100)/100

  • You could try with setting a range of tiles. If you pick the upper left corner of your object with x=Sprite.X-Sprite.Width/2, y= Sprite.Y-Sprite.Height/2 (Origin had to be set in the middle of the sprite) and the multiple of the tiles to the sprite: width = sprite.width/tileWidth height = sprite.height/tileHight:

    Sprite| Is overlapping Tilemap -> Tilemap|Set tiles at (Tilemap.PositionToTileX(Sprite.X-Sprite.Width/2)),Tilemap.PositionToTileY(Sprite.Y-Sprite.Height/2)) with area ceil (Sprite.width/32) x ceil(Sprite.Height/32) to tile 1

    The tile width and height is in this example 32.

  • Try:

    Sprite| Is overlapping Tilemap -> Tilemap|Set tile (Tilemap.PositionToTileX(Sprite.X),Tilemap.PositionToTileY(Sprite.Y) to tile 1

    sprite is your collisionbox, tile 1 is the number of the tile you want in exchange.

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  • Rename the soundfiles and replace the # with another character. It seems that there is a problem with # characters in filenames.

  • try ...->AJAX|Override MIME type with "text/plain; charset=utf-8" before you call an AJAX Request.

  • I made an example, but I'm not quite happy with it.

    https://drive.google.com/file/d/0B5FlDY ... sp=sharing

    I saved the settings of two different ListViews as a JSON. First with Item1,2,3 second with Item4,5,6. The problem is, you save not only the items in it, you save the whole settings of the ListView. So you have set the position of the ListView after loading the JSON or you have to put the ListViews from where you save your datas, on the position where they should be, like I have.

    Maybe there is a better solution with arrays and a loop.

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Asmodean

Member since 31 Jul, 2015

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