igortyhon's Forum Posts

  • In addition to saving memory, partitioning has another great advantage. You can make each of these objects interactive, apply different effects, change animation frames to simulate changes such as destructibility. You can deform them separately using meshes or behaviors. And a lot more.

  • Thank you for your feed back. I know what you say. BUT; If I load 20 sprites and each have 100 {just for clarity} instances of those sprites created. Is it better to let construct create those 100's of instances each call to the map? or; is it better to negate that and fully have the required map already created as a .png with no instances and just apply collisions? Thank you. I could use Photoshop or another tool like RPGMaker and such to achieve the same result.

    When loading the layout into video memory, each sprite view is loaded once. In your example, only 20 sprites are loaded into memory.

    So breaking the world into small repeating parts is very beneficial.

  • Hi. If there are elements on your map that are repeated, it is better to upload them separately. For example

    -Grass or ground is a background tile.

    -Rocks and bushes are separate sprites.

  • Hi. When you export a game to the web you should get an archive that you can unzip and upload to your website or itch or arcade services. At what point do you get the virus message? Too little information, you can make a video of this moment or detailed screenshots. This will increase the chance of helping you.

  • Check out the "Text formatting" example.

    • Post link icon

    How C3 users are able to monetize their games wouldn't be an afterthought like it fells now, it would be the #1 priority.

    This is a very important thought! I support it with both hands.

  • No. That's a weird question.

  • If you plan to create games with multiplayer, I recommend using photon.

  • You can add a string variable to the object and put the list "01,21,33,10" in it.

    You can also create a global array to store all object IDs and their variables.

    In some tasks, the first method will have advantages, for example, the behavior of the enemy AI where it will choose a behavioral option looking at its array.

    Where it is necessary to select enemies from a large number with the desired variables and perform some action on them, I think it will be easier to quickly check the general motive.

  • How can we help you if you don't want to learn all the requirements of Google before publishing an app. The store has very strict requirements for apps for children.

    I would recommend that when you publish your next app, you select age 13 and above and check the box that the game is likely to appeal to children. In this case google does not prohibit you from collecting and sharing identifiers and displaying ads.

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  • The "MainLevel" sheet has a lot of effects there.

  • There will be no hangs, the worst thing is that two objects may be created.

    Of course, you can create a protection, for example, check for the number of objects or limit the number of attempts to create an object.

    But yes this is not a good solution, because the created objects may be unnecessary.

    There is another option to define random coordinates on the object and pick the object by them, if the expression is true then only then create an object there.

  • There is another method if your object is different from a square.

    You can spawn an object like this and check if it overlaps the spawn field, if so, leave it, if not, delete it and try to spawn it again. It is convenient to do it through a function. For example, you can create pimples on the face where the form of of collision is complicated.