ArcadEd's Recent Forum Activity

  • Hi. Create a group in your events and add any suspicious events to it. The profiler shows the load for each individual group.

    I use this as a life hack.

    Great suggestion, thanks.

  • I'm using the CPU profiler in the debugger to try and track down what is causing some slow down..

    Right now it shows the bullet behavior is using 12%. That seems high. But that is all it shows me, it does not break it down telling me which object with the bullet behavior my be causing the high CPU usage. Is there a way to get this information?

    Thanks

  • As my project continues to grow, I find myself using the search feature of the Project list more and more to find the objects I need.

    I was thinking it would be nice to have a separate tab or window for things like Families, Sound, Music, Files, etc. So I can quickly jump to those folders when I need too. Is there a way to do this and I just don't know?

  • Switching Rendering mode from 3d to 2d on the layers seemed to do the trick.

  • OK, so it has something to with scale rate for the layer.

    Layout is contantly changing scale based on how fast the object is moving, that seems to be causing issues when scaling the layer.

    I have not figured out a fix.

    Basically my Layout is scaling depending on speed of my character. Faster it zooms out, slower it zooms in.

    Now, my main character is made up of several parts and I need to make it "land". Scaling each part will not work because they are pinned to each other. I thought scaling the layer would solve it.

  • Can any of you think of any reason that setting a Layer Scale to anything under 1 makes all the objects on that layer vanish? Objects are still there, I can follow them in the debugger. Plus one object has scroll to and the screen keeps following it.

    If I set the layer scale back to 1 in the debugger, everything comes back.

    If I scale higher than 1 it works as intended, but even putting in .999 makes everything vanish.

    I created a test project to make sure what I was thinking layer scale did, actually works and it does. So I am thinking there is something in my project that is causing this behavior.

    I'm hoping someone might have an idea. I can't share my project at this time.

  • Thanks for your feedback!

    It’s reassuring to know I’m not the only one experiencing this.

    The dual monitor feature doesn’t seem to be working properly at the moment.

    Construct 3 does remember window positions, but only on a single screen. As soon as a second monitor is involved (e.g., when detaching the debugger), the window positions are no longer restored correctly on restart.

    I hope the development team will be able to fix this issue in a future update.

    Did you submit a bug report?

  • Mine also does not remember the window location or debugger when I move them to my secondary monitor, in my case is on the left. It always opens on the main display.

  • You could replace the drag drop behavior with the car behavior and just disable it on all the instances but the head. Or just set the head instance (sprite.i=0) position to the car.

    Also currently it just pulls objects together if they are farther than 32 pixels apart. You can also make it push the objects apart if you remove the max from the move at an angle equation. I think that’s what you meant by squish together when braking.

    Bringing this thread back for a quick question.

    R0J0hound

    What would be the easiest way, using LERP to resize all the sprites in the chain, but have them keep their relative space to the chain in front?

    Right now, if you just lerp (sprite.width, 0, 0.05) and lerp (sprite.height, 0, 0.05) they all resize great, but of course they resize from their origin point, so they create a gap between each sprite. As they shrink, the space gets bigger.

    Thanks.

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  • Check it: fileport.io/yxAGNtymVz7h

    Excellent way to do it as well. Thank you both

  • Use an instance variable AngleOffset on wings. Change it with speed, say, from 0 to -45 for the left wing and from 0 to 45 for the right. On every tick set wings angle to jet.angle+self.AngleOffset

    Worked perfect, thank you.

  • Hi all. I'm trying to do something out of my wheelhouse here.

    Picture a Jet with Wings. The Jet Body is one object using the car behavior.

    The wings are individual objects (Left wing, right wing).

    When I speed up, I want both wings to rotate towards the jet, but I want them to lock at a certain angle. Or stop rotating when they get within a certain again of the jet body. The problem is, the jet is also turning, so it's angle is changing as well. It works great when I am just going straight, but when I turn the jet, the wings start getting a little wacky. I've been fighting with this for a few days and finally decided to come for some help.

    I hope that makes sense, I can provide some images if it helps.

    Thanks

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ArcadEd

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