tunepunk's Recent Forum Activity

  • You can also "use for each element" in arrays. So another approach would be to loop through the array, and as soon as you hit a "free" spot you place the item there and stop the loop, or you could also continue the loop if you're picking up multiple things at once, and stop the loop when all the things has been placed in the inventory.

    Somehing like that could also work.

  • You could try the browser object to your project, and add a button in your game to enter fullscreen mode.

    There is an action to request fullscreen in the browser object.

    Hope that helps

  • Found this old thread looking for something like this, but I'm not using waypoints in my racer because the complexity of the levels. Since you have all the positions at start I'm trying to detect if something is passing me instead. Still working on it but getting there.

    If you are position 1 travelling at angle 90, then if a car passes (within a certain distance), the angle between you and the car that just passed you would be within 180degree of the direction your going (infront of you). When this happens you could easily trigger an update to the current positions i suppose?

    So I think detecting if something is behind or infront of you would be better and more exact?

  • Nice examples guys, I'm gonna try this when I get home! I thought it would be impossible. Basic things like this should be built in to the engine. ASHLEY. *cough*

  • Normal map extended by matriax

    Would be awesome to have this one on C3.

  • Sorry for the necro, but been looking around for a solution to the same problem i'm having now. 4 years later and still no way to get this position? *sigh*

  • tarek2 thanks for the example. I managed to solve it already by limiting how much the second object could turn. Not very pretty solution but worked for now.

  • I have an object that is moving along a set path, at various speeds. Attached to this object is another object a bit further back, (kind of like a pony tail). When the main object turnsm I want the object that follows to keep the inertia, so it kind of drifts out from the main path. Like the picture. The object that follows want's to continue in the motion before the turn. I searched the forums for inertia examples, but didn't really did what i was trying to do.

    The second object should be like on a string behind the main object, so the inertia is delayed, so the g force want's to pull that object away when turning.

    Any help appreciated.

  • It shouldn't be any problem. Everything outside the view is not rendered, so will not use draw calls or fill rate, so it shouldn't have any effect on performance. The only thing that could affect performance a little bit is total number of instances in your layout, since picking becomes more heavy with more instances.

    But everything in memory is loaded when the layout start, so memory use would be the same regardless of where you scroll to.

    Everything outside the layout will be loaded also, but shouldn't affect the fill rate, or draw calls.

  • I'm fiddling around on some projects on an iMac 24Gb RAM, i5 at work, and I didn't notice any lag so far. Although I'm not really using any effects, and blend modes etc.

    Are you able to reproduce the problem in a clean project, to identify if it's any particular effect that's causing the slowdown on your Mac?

    I tested the c3p file in your bug report and no slowdowns for me, so seems very strange.

  • vubidugil No I don't use it any more. I just played around with it a little bit, so i don't know very much either.

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  • Does anyone know any good reference source for swordfighting. I have a project where i plan to rotoscope character animations similar to this at link below.

    I've tried to google but didn't find much good resource material. Any help appreciated.

    Or Maybe better to record my own?

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tunepunk

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