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  • Think of Objects as House Blueprints

    Think of dragging objects to the Layout as making a House from that blueprint.

    When the layout runs, it creates any Houses that are already in the layout. If you run a System Event: Create Object, it will create another House of that type.

    When the game leaves that layout, objects get unloaded from memory, now all those objects are in oblivion - if there's data from those houses that you need saved, you need to save it to a global.

    For example: playerHealth. If your game needs to remember a player's health between layouts (at runtime), best to have a global variable called playerHealth, these variables will NOT be unloaded between layouts, these stay intact throughout the game's uptime.

    For one step further: If you want to have the game remember a player's health between exiting the game and your next play, then you need to save those variables to disk and load them on start. For this you would use the System Save Game function.

  • they don't exist which is why you can't get data from them.

    think of objects in the Folder as "blueprints" for a specific object. When you put them on the Layout you make the blueprint into a real object.

    Layouts are completely unloaded when you leave them. Only one Layout is loaded into memory at once. If somehow you need to access an object you could make it a global, but honestly I've never structured my programs that way.

  • a real easy way is to put the particle and the sprite in a Container together. That way when you "pick" the sprite, the particle gets picked along with it.

    also good for clean up, when you destroy the sprite, the particle associated with it also gets deleted.

    same for create, if you Create Object Sprite, it auto creates a particle on top and then you just have to set position, then pin it.

  • you might be able to check KeyCodes... that's where I would start.

    yeah I think 500 events would basically be a free engine when it comes to how most people use Construct.

  • you need to pick which sprite and which object go where.

    an easier way is just to create them in On Start of Layout

    Repeat 4 Times
    	Create Object Sprite
    	Sprite Spawn Particles at Imagepoint
    	Particles Pin to Sprite
    

    but this may not what be what you want. Another way would be to give them both an "ID" variable.

    Then loop like this:

    For Each Sprite
    	Particle.myID = Sprite.myID
    		pin Particle to Sprite
    
    

    You could also use IID, but I never use that.

  • Put the object in your Layout if you want it to be loaded into memory. Otherwise if you Create an object that is not in your Layout (but in your objects folder) the game could jank pretty hard and this is generally not done.

    Usually you put all objects that could be in this (layout) part of the game and for certain objects we don't actually want them to actually spawn just yet.

    I create a group under my On-Start-Of-Layout event and I call the group Destroys, in there I destroy everything that I don't want in the layout.

    The only problem with this is that if you have an OnCreated or OnDestroy Trigger, these WILL trigger. Which is why I also declare a global variable called Once=false. At the end of the sheet I set Once to true, then both my OnCreates and OnDestroy also check if Once is true, that way it won't fire that first time. Not sure if this latter part is part of your problem or not.

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    Rory

    I see very little reason why being a small company would stop Scirra from making their free tier more appealing. I'm no business expert but I've been running a F2P MMORPG for 7 years now and if the free to play model has taught me anything is that if you get people invested into your product in time, they're more likely to spend money on it.

    they need capitol to run day-to-day. they simply can't afford that.

    I think you are looking at it like how Unreal and Unity are free. But you may not realize that those companies are huge with lots of other income.

    If somehow Jeff Bezos gave Scirra some 10s of million dollars, then sure they could easily make it a free engine. After a few years, and with proper marketing and dev successes Construct would be a serious "contender" in the 3rd party game engine world. And they would eventually see returns from many more people using it which would carry the cost of the casual user. Although this is a big "if", you can't really count on a plan like that. Having used all the major engines I do think Construct is special and there is definitely something there, but its a huge gamble that I doubt they are willing to risk. and doesn't seem currently viable.

    Although I think Google would be smart to buy Scirra - and keep them autonomous - and sink in some serious capitol... now that would be great. but who knows, maybe ashley doesn't even want that.

  • strange I would only think it would default to picking the top one, but I guess that makes sense that its more about coordinates rather than Z order.

  • when you touch it already does the Pick on that object.

    OnTouch Object - picks only the object touched.

    Else doesn't really make sense here.

    Not going to happen. Construct is a tiny company. But it may happen when someday they sell and become part of a larger company.

    However it is a valid point. I've been teaching Construct at a University for 5 years now, and since C3 came along and price went way up (from C2), none of them end up buying it after their education license runs out (because of cost, even though technically cheaper, in the long run its exponentially more expensive for a student). Whereas when I taught C2 at least half the class would purchase it after the class. With C3 they hate that they can't modify/update their old projects, it does kind of stink for them. But now most switch to Unity, GM2 or other...

  • no, what I mean is always keep the player at 100% then keep timesDamaged variable and calculate what the health is - of course you would need only 1 damage value for this to work. Another way would be to use an array. Every time the player loses health store the damage to the array. Then to calculate health loop through the array.

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jobel

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