Kashin Ginn's Forum Posts

  • 1) Move the knife above the "texture" sprite

    2) Set the knife's blend mode to "destination over"

  • Alright,

    For the time being, I'll put them in the layout, since it is working fine without any delay.

    I'll still file an issue later on why the Canvas plugin is working better in C2 compared to DrawingCanvas in C3. For Ashley

    Thanks! dop2000

  • dop2000

    Hello, I added the action, but it still is not working.

    Yes I need the wait to reduce as much as possible but in my game, it will not be a good idea to set all sprites or tiles on the layout because there are 10-15 sprites and are nearly 400*400px which may affect performance.

    Maybe I did it wrong.

    Or I should do that on start of layout? But still there's too many sprites to be loaded in memory

    In construct 2, there were no such issue using the Canvas plugin. So this looks like a step down to me of how the DrawingCanvas works.

  • So I have a sprite in layout B and I want to create the sprite in layout A via actions so that I can use the DrawingCanvas object to paste it and make a replica visually.

    But since it has not been rendered at all.. I have to wait atleast 0.1s after creating it so that I can paste the sprite. This doesn't happen if the sprite was already in the layout.

    Is there any other way I can create the sprite without having to wait because there're a lot of sprites and I cannot set them all on the layout.

  • The way Superxonic did it seems to work fine on my PC.

    The enemies going through the wall is due to their rotate speed being slightly low. I had to set it to 500-600 and everything seems to work good.

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  • Since you asked when to use them.. I'll make it as simple as possible from my POV.

    "Pick all" -> "mySprite.big = 1" OR simply "mySprite.big = 1"

    - will do exactly what you want... which is to pick and do something to the sprite. It is faster when you have lots of the same objects and have to do something to them... except it won't give you the UID or loopindex for each sprite in case you need it for something.

    "for each" -> "mySprite.big = 1" OR "mySprite.big = 1" -> "for each" (which is more optimised by adding the for each after the pick) will actually loop on all the picked object and you will have all the properties of the sprite since construct is processing each 1 of them, For e.g mySprite.UID, mySprite.instanceVariable, the loopindex, etc

    The "pick" is faster from what I tested and I use it everytime for simple actions whereas I use the "for each" when I have to make use of their properties like the UIDs or the loopindex for some purposes; this is suitable when I need to call a function for each 1 of the sprite and make use of their properties there.

  • Use another sprite X. You can spawn it at the same position and use the same size as your button; also make it invisible.

    Your cursor should be over object X instead of the button, and if yes... then tween the button. boom

  • Hello, I didn't had time to explain but in my example, you need to make adjustments with the 2 variables...

    counter_sound => the max sound you want to hear if you are calling it rapidly (via every tick or every 0.X sec or on multi-collision)

    sound_fakeStop => the duration of the sound where you think will be appropriate to play another sound at that particular time... (So if your sound is about 2 sec... and want to hear another sound plays 0.5 sec after instead after waiting for it to fully finish..., you will need to set it at 0.5 sec

    If it's working good without the "counter_sound" then good for you.

    Also, if the example's one works better, then you will need to fully understand how it works and include it in your project. I might check it later when I'm free. Cya

  • This will work when NOT checking the tag.

  • Hello, kindly check your variable "Happiness" and check the output of your text via debug, because this looks just fine IMO

  • Seems like event "On Left button Clicked" is triggered before "On Left button Clicked on Button1". This deselects the object so your 3rd line of code will never work.

    Fix

    In the event "On Left button Clicked" you can add a condition

    Mouse -> cursor is NOT over Button1 and it will work

  • DiegoM Alright, I'll check it, thanks for the info

  • InfinitySoft Yup, thx for confirming

    Ashley Any help? I can't provide any test version currently.

  • InfinitySoft

    Hello, was it working before? Because mine was, now it's not.

    I will create a bug issue if this is the case

  • Can anyone confirm this?

    Mobile Adverts are no longer working when the game is exported as APK.

    Test mode : active

    I did not mess with the ads but somehow it is not working anymore except on preview...

    I'm using the r412