Persist behavior need a Enable / Disable option in properties

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  • A few years ago, I started a project to add the ability to enable and disable 'Persist' for selected elements in the editor. Behavior hasn't received this option yet, so I'm wondering if I can access a standalone .c3addon file? If so, I'll add this option for it myself.

  • You could argue that enable/disable Persist behaviour kind of defeats the purpose of it. This is probably why that option doesn't exist. The action 'reset persisted objects' is useful for doing a restart but as for turning it on and off during the game I'm not sure why you would need that.

  • "turning it on and off during the game " during the game no, just on start of game, some object need to have this turned enable if Main NPC need to be defeated forever, but for NPCS who should respawn on layout each time when player enter the map persist should be turned off. Why? Because i use One Sprite for All NPC in the game thats why Persist behavior should have that option only in properties, (but why not in events too )

  • You've limited yourself by using one sprite for all characters but there is a way out, for the ones that shouldn't persist just create a 2nd object that doesn't have the behaviour. For when you need to pick all the npcs put the 2 objects in a npc Family. In general though I would use a different object for each character because when you use one sprite for all game animations it loads all unused graphics and can lower performance.

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  • Using one sprite for all NPCs is the best thing I've done in my game. Would it change anything if I added more than one sprite? No. One sprite has all the Variables used in the game for every character, each character have own skin + animations. One sprite, one event group in the Event Sheet = Performance. Currently, I use the start point for respawns, but I manually setinstance variables, about 50 stats for characters, from character traits (strength, agility, max HP, etc.) to combat skills, and about 20+ equipment slots. Not to mention AI behavior and faction settings. Of course, I can do this in various ways in the Event Sheet, OR just set Persist Enabled/Disabled.

  • But in this post you are listing all the limitations you are coming across by using a single object for every enemy in the game while also saying it is a good thing. Not sure what to tell you :D

  • Are you trolling me?

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