dop2000's Recent Forum Activity

  • jobel

    I believe badmoodtaylor was asking about using multiple array instances vs multiple array objects.

    I don't think there are any differences in terms of performance. Use whatever method is easier and more convenient.

    If different arrays have different purposes - use multiple array objects.

    If you want to attach an array to every instance of some other object (for example Enemy sprite + EnemyStats array), you can add them both to a container. This way each EnemyStats instance will be created automatically and will be linked with its Enemy instance.

  • I don't understand this dialogue system, so my solution could be wrong, but I think the problem is with event #19, it's at the wrong level.

    Try moving event #19 like this:

    Also, check out this dialogue example (there are working download links in comments):

  • It's called picking, and it's the most important concept in Construct programming.

    Use events to pick instances of slime1 object.

    In your example "On collision" event picks 1 instance of slime and 1 instance of bullet. Inside this event you can only control these instances.

    There are lots of events that can pick instances, say "Slime1 is visible" event will pick all visible instances.

    "System -> For each slime1" event will loop through all slime1 instances, picking one instance at a time.

    If you don't pick any instances in the condition (left) part of the event, than everything you do in the action (right) part will affect all instances!

    And by the way, read my comment above about families. You should add all your bullets to a family, and remove duplicate "On collision" events.

  • If AI opponent takes 1-2 seconds to think, it should look ok.

    In fact, it's better than instant shot without any delay.

    You can play some "I'm thinking..." animation or move the cue from side to side while the AI is "planning the shot".

    And also, calculating 7200 scenarios should take far less time than you think.

    I would suggest using this plugin (click Preview link to see how it works):

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Since you are planning to have more types of slimes, there are two ways to do this:

    1. add them as different animations to the same "slime" sprite,

    2. or add new sprites (slime2, slime3 etc.) and combine them into "Slimes" family.

    One sprite with multiple animations may be easier, but if you want them to be different objects, go with the family.

    Use instance variables, I believe variables xMove, yMove, xDirection, yDirection, way should be instance variables, as they will be unique for each slime instance.

    If you decide to use the family, you should do these changes while the project is still small (this will save you a lot of time in the future):

    Move all instance variables and behaviors from the slime1 sprite to the family level.

    Change all your events to work with the Slimes family.

    So your function could look something like this:

    On Function "Compare"

    For each Slimes

    ...Set Slimes.xMove ...

    .....

  • Could you share your project or a screenshot of your events?

  • [quote:qrv9rltk]On start of layout -> check item "highscore" exist

    On item "highscore" exist -> get item "highscore"

    on item "highscore" get -> set "highscore" Localstorage.ItemValue

    Score > highscore -> set item "highscore" to score.

    The last two events are wrong.

    Should be something like this:

    Variable LevelScore=0

    Variable HighScore=0

    On start of layout -> check item "highscore" exist

    On item "highscore" exist -> set Global Variable HighScore to Localstorage.ItemValue

    When level ends

    If LevelScore>HightScore -> Set HighScore=LevelScore ; LocalStorage Set item "highscore" to HighScore

  • Is it possible to pass anything other than float in effect parameters? I need big integer numbers.

    I tried double and uint, but it didn't work..

  • For me touching the screen makes the lag much more noticeable.

    Try moving (re-positioning) the tiled backgrounds instead of resizing them.

    Add "Destroy outside of layout" behavior to all rocks/grass etc.

    This will probably not fix the problem completely, but it may help.

  • Change the first action to this:

    Main_car move 5*60*dt pixels

    This should fix the car jerking, but the background is still lagging. I see it too in Chrome and NWJS.

    Strangely, it lags much more when I touch the screen, even after I removed Touch object completely from the project.

  • You can make a fine circle collision polygon for the planet. Although it's not recommended to use more than 9 or so points, in reality you can make a circle with 20-30 points and it will still work fine. (unless you have hundreds of planets)

    Or instead of the collision polygon you can use "System-> Pick Overlapping point" to detect when the ship touches the surface:

    set angle = angle(planet.x, planet.y, ship.x, ship.y)

    set pointX=planet.X+planetRadius*cos(angle)

    set pointY=planet.Y+planetRadius*sin(angle)

    System-> Pick Ship Overlapping point (pointX, pointY)

  • You are using a deprecated version of the tween plugin.

    Try replacing it with a new version:

dop2000's avatar

dop2000

Member since 26 May, 2016

Twitter
dop2000 has 257 followers

Connect with dop2000

Trophy Case

  • 8-Year Club
  • Entrepreneur Sold something in the asset store
  • Jupiter Mission Supports Gordon's mission to Jupiter
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • Forum Wizard Made 5,000 posts in the forums
  • Forum Unicorn Made 10,000 posts in the forums
  • x5
    Popular Game One of your games has over 1,000 players
  • x2
    Coach One of your tutorials has over 1,000 readers
  • Educator One of your tutorials has over 10,000 readers
  • Regular Visitor Visited Construct.net 7 days in a row
  • Steady Visitor Visited Construct.net 30 days in a row
  • Enduring Visitor Visited Construct.net 90 days in a row
  • Unrelenting Visitor Visited Construct.net 180 days in a row
  • Continuous Visitor Visited Construct.net 365 days in a row
  • RTFM Read the fabulous manual
  • x3
    Quick Draw First 5 people to up-vote a new Construct 3 release
  • x13
    Great Comment One of your comments gets 3 upvotes
  • Delicious Comment One of your comments gets 10 upvotes
  • Email Verified

Progress

28/44
How to earn trophies