Anonnymitet's Recent Forum Activity

  • Ok weird. If you use the move to in a trigger and let it move it shouldn't be performance heavy at all. As long as you only set the moveto position once and not every tick or something like that. Just set where it should go in a trigger and let it go there.

    I tried again now in a simplistic test and I see no difference whatsoever in performance if I move with the moveto behaviour or manually with set position each tick.

    Have you tried a super simple test on your phone?

  • Kraudi I see no performance issues with moveto on mobile either, not even a problem on my oldest testing devices. Sure it is the moveto behaviour?

    Are you using effects of any kind? Even the simplest effects can make a game unplayable on mobile.

  • As far as I know C2 only support a maximum of 4 gamepads? That is why my game uses four gamepads and two keyboard players.

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  • Fantastic! I'll test it when it's available:) Thank you

  • Sorry for the late reply. It is a bit complicated to make it work and getting the picking right is frustrating. But it is possible.

    But as plinkie said, it is so much easier to just make different objects/families. It saves you a ton of time because it gets really complicated to pick between the same objects all the time.

    I don't know if the plugin "nickname" is available for C3 but that plugin makes it possible to create objects by name which makes it super easy to spawn exactly the unit you want from a family.

    But you can of course also just spawn the object you want instead of spawning a family. If you need to spawn a knight the just spawn the knight object.

  • Can't you just compare it like this:

    is in range and variable is NOT equal to self.variable ----> attack

    Then both your own and the enemy units will attack all units that doesn't have the same "team variable".

  • Colludium Nice, I'm experimenting with this. It's quite different from the other physics I've used so it takes some time to get a hang if it Are you working on a physics game using this atm?

  • Setting such a simple thing every tick is not a very good way of doing it.

    You should do something like:

    on click

    -- mouse is over sprite ---> set cursor frame to id

    --else --> set cursor frame to 0

    There is no need for an every tick event here and you should avoid using those events as much as possible and just use it when you have to.

  • Awesome, thanks

  • You can use remote preview. Not sure if it works on iOS though.

  • Why not just do a simple "on created --> set bla bla bla to object.uid"

    Doesn't get any easier than that.

  • Colludium I tried the platform behaviour and flow but got this when previewing. I only added a sprite and put the bahaviour on it. Any idea why?

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Anonnymitet

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