dop2000's Forum Posts

  • I'm guessing indexof() expression is the most efficient. I doubt that looping through the array with events will be faster.

  • Why don't you simply try different methods and find the most efficient?

    You can search for the same word 1000 times for example, and see how long does it take with each method. Or do this on every tick and compare fps and cpu usage in Debug Mode.

  • It's your second post with the same question and I still don't understand what you mean. Why do you need to cut the tree in half?

    If you want to walk "behind" it, simply change z-order (move character behind the tree or to the bottom of the layer).

    Check out this capx, it may be relevant:

    dropbox.com/s/lbewjvv6rekd2na/IsometricForest.capx

  • You can set the angle of particles object to 180 degrees, spray cone to some small angle. Then your particles will be flying to the left. This, for example, can be used to create a trail behind the player, or a "dust in the air" effect.

    But if you want particles to make explosions (fly in all directions) and then accelerate to the left, I don't think it's possible. You will have to use sprites.

  • You can easily do this with particles:

    dropbox.com/s/0mk2sskzt6emmul/ParticlesTrail.capx

  • From the official manual:

  • You do not have permission to view this post

  • Events are executed from top to bottom.

    So what happens is your event #3 subtracts 0.1 from acceleration and its value becomes (-0.1)

    Then on the next tick the sprite is moved +0.1px towards the mouse, and only then clamp() changes its value to 0.

    You simply need to change the order of events and actions.

  • You can refer to different instances by IID, but you will need to use "System Compare two values" action:

    System Compare two values sprite(0).AnimationFrame=5
    System Compare two values sprite(1).AnimationFrame=8
    

    Where 0 and 1 are IIDs of the sprite instances. You can find IIDs in the debug mode.

    Alternative method is to use a family. Add your sprite to a family, and then you can pick one instance of the sprite, and one instance of the family in the same event:

    Sprite Animation Frame=5
    Family Animation Frame=8
    
    
  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Check if any layers are set as global.

  • If you find the game template you like, I can help with implementing online leaderboards.

    My contact details are in this post.

  • You mean you want to round to the nearest thousand/million etc? I.e. show "123000" instead of "123456"?

    Set text to round(N/1000)*1000

  • There are hundreds of game templates in Scirra Store. Many of them are for C2, but they should also work in C3. (if the author didn't use any third-party addons, which is usually mentioned in the description)

  • You can set particles' timescale to 0. All particles which are already on the screen will freeze.

    Of course, if you need to control individual particles, you have no other option but to use small sprites instead. Add Fade and Bullet behaviors to the sprite and you should be able to replicate almost all visual effects of the Particle plugin. Plus you can use animations, change frames, rotate and do many other things with events.

    If you need physics just for the gravity/bouncing off walls, you can do the same with Bullet, it should be better in terms of performance.