Weirdly, Phyiscs behavior works really well with a large number of moving objects. Here is someone else's demo, with 500+ zombies I'm getting 144 fps and only 15% cpu utilization on my PC.
dropbox.com/scl/fi/b8w45zomhay2o9lfmrqxb/ZombieAiNoOverlapingV3.c3p
You should be able to do this by picking key_gen instance:
List On Selection Changed key_gen Compare instance variable codes=List.SelectedText ... ssh_key set codes to key_gen.codes ... ssh_key set encryption_type to key_gen.encryption_type
Use "Stop stepping" action as soon as you detect the collision/overlapping. It will not trigger further steps for this tick.
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We use Greengrinds addon and NWjs version 86 when exporting. Linux64 version works on Steam Deck without any issues.
Press F12 and check for error messages in browser console.
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I try comy events into my game and when i save game and invoke download i receive 0kb savegame file (?)
Do you invoke download in "On save completed" trigger? If you do it immediately after save action, it won't work.
You can try uploading a separate Linux64 build to Steam.
Have you added your game to Steam? Google "add non-steam game to steam deck"
Once you've done that, you can go to game settings (gear icon) and there will be compatibility tab.
To run Win64 build you will need to enable compatibility mode in game settings in Steam.
Use NWjs export and select Linux64.
Use this expression:
anglediff(CarSprite.Car.MovingAngle, CarSprite.Angle)>40
You can adjust the angle of course. Also, you will need a different check for reversing - add 180 degrees to CarSprite.Angle
Liberador Yeah, hierarchy is the way to go, great demo.
Here is something similar I made
howtoconstructdemos.com/starfish
It's ok for layouts and objects to have spaces, but they can't start or end with a space. Did you see the link I posted?
construct.net/en/tutorials/fix-open-project-errors-due-3139
Well, open the project in version 388.2, remove the extra space from layout name and save.
editor.construct.net/r388-2