LittleStain's Recent Forum Activity

  • A lot depends on how you have set things up..

    Usually an:

    player "on collision" with thing

    --player.y < thing.y

    thing move to object - in front : player

    else

    thing move to object - behind : player

    does the trick if before executing this triggered event the z-ordering is correct..

  • Thanks I heard the text object acts up can you do this with sprite font

    yep..

    same action..

  • Add a text-object

    system every tick

    text set text to : "Ammo Left: "& player.ammo

    assuming the instance variable is called ammo..

    You wouldn't have to set it every tick, offcourse, only when changed, but this is just an example..

  • why power of 2 is better for background or tiled background ?

    example ? please

    From the Manual

    Which you can visit with the link at the top of this page, by the way..

    Power-of-two sizes

    For best results, use a power-of-two sized square image for the Tiled Background (e.g. 16x16, 32x32, 64x64, 128x128...). This achieves best results in WebGL mode. The object will still work correctly with non power-of-two sized images, but the quality may be slightly reduced since the image has to be stretched to a power-of-two size before tiling. (Note this does not apply to Sprite objects, which can use any size.)

  • right click your event sheet and choose include..

  • Do as google does, slice it up in parts.

    Which will only help if you dynamically load and unload them from memory, right?

    Which construct 2 doesn't do as far as I know..

    All images on a layout are loaded into memory at start of layout..

    https://www.scirra.com/blog/112/remembe ... our-memory

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  • Windows is telling you how?

    You mean the size the sprite is "on disk" as opposed to unwrapped in your image memory?

    No matter how well your image is packed (as png or jpg) while playing the game it will take 400MB of image memory..

  • give the player a boolean variable HasHat and set it to true if he has the hat..

    Create a special event sheet for player related events..

    on that event sheet

    Check if has hat is true and pin the hat to the player..

    Include this event sheet in all your other event sheets, to prevent having to write the code in every one..

  • It will only come on the screen if you have written events for it to come on the screen..

    if you create a second layer in the same layout, there is no need for it to be set to global unless you want to use it in other layouts as well..

    Also it will probably be best to put all events for the pause-menu in a de-activated group and only activate this group if pause button is clicked..

  • Just some math:

    10000x10000x4 = 400.000.000 bytes = 400MB of image memory needed for just that one sprite..

    I would advise against it..

    Strongly..

  • sprite set instance variable?

    If the initial value changes (which seems strange, because it's the initial value and is set once) you might want to add an initial value instance variable and set the instance variable to that when 0 is reached..

  • > I'm not sure what you are trying to do here, but if you want to set a tile of the ore tile, you should use ore tile set tile..

    >

    > You can call the tiles from ore tile through the expressions like you use for maintile in the above example..

    >

    Yes im looking for the expression and still no clue.. helpp

    I would gladly help you if I could only understand your question..

    You do understand that each tilemap can only contain its own tiles, right?

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LittleStain

Member since 26 Apr, 2011

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