dop2000's Recent Forum Activity

  • GeoffB Great advice about the folder project, thanks! Saving as a folder is almost instant! Opening is also faster. I should have guessed that it's adding and extracting files from zip that takes most time.

  • There are a few sprites in my project with lots of animations and frames. The images in frames are very small, but there are over 6000 of them.

    The project size is not too big - around 10MB. But because of the huge number of files in the Images folder, it takes a long time to open the project, to save it, or to launch preview for the first time after opening.

    Is there any solution? I wish there was an option to save images in spritesheets.

    Tagged:

  • Maybe you are right and it's not possible to optimize these functions. But you can still divide this huge event sheet into multiple smaller event sheets.

  • How do you work with 1000+ events in one sheet? Even if you keep everything organized in groups, it takes ages to find the right event.

    The obvious solution would be splitting them into multiple sheets.

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  • So i hit set text what do I put in it?

    Object name, followed by dot, followed by instance variable name.

    For example:

    Enemy.armor

  • If there are line breaks in the text, you can split it into lines using tokenat() expression. So, to find the text in the first line, you can do this:

    Find(tokenat(Text.Text, 0, newline), "Word")

    Note, this will not work with wrapped text. There needs to be a newline character. In other words, you need to pres Enter at the end of each line.

  • I didnt know that could use distance(x,x,x,x), thanks !

    It's for people who don't remember the Pythagoras theorem :)

  • So as long as you are not using any old plugins in C2 projects, you should be able to open them in Construct 3 after the deadline.

    And even if your project is not compatible with C3 runtime, you can always open it in an older version of C3 editor.

  • Yeah, it's a common issue and there are no 100% working solutions. Making enemies solid is not a good choice.

    I have two examples of my own, but they are quite complex and may not work well in your game:

    howtoconstructdemos.com/avoid-overlapping-while-moving-with-pathfinding

  • Check that you have "Stop on solids" disabled in MoveTo behavior.

    Also, are you saying that you have Solid behavior on enemies? This is not a good idea, it can mess with pathfinding, you should remove it.

  • Use Pathfinding behavior instead.

    Every x seconds - find path to a random point. On path found - move along the path.

  • I think you need to calculate the velocity on every tick (or every 0.1s for example) and store it in a variable. And on collision use that variable.

    Also, to get the overall velocity, use this expression:

    distance(0, 0, Object.Physics.VelocityX, Object.Physics.VelocityY)

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dop2000

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