dop2000's Recent Forum Activity

  • "start" is a CMD command in Windows:

    windows-commandline.com/cmd-start-command

    You can't run a *.bat file directly from NWJS, but it's possible with "start test.bat"

  • You want to transfer it in the editor? Simply select the cells you want to transfer, press Ctrl-C, open another file, place cursor where you want to insert these cells, press Ctrl-V.

    Have you ever used Excel? It's very similar.

  • It does, thank you!

  • In the editor? Simply rename the files, or copy-paste the content. Or do you mean something else?

  • In French language there is always a space before exclamation or question mark. So I would like to replace it with a non-breaking space to avoid situations when it's wrapped to the next line like this:

    I tried copy-pasting different whitespace characters, using JS code "String.fromCharCode(160)", but nothing works. Looks like all whitespace characters are replaced with a regular space.

    Is there any solution?

    Tagged:

  • It's not the size of the layout that slows the device, but the number of objects on it, and behaviors/effect on these objects.

  • I also don't advise using "Wait" in game mechanics, especially for long delays. You can do it for unimportant things, like create particles, wait 1 second, destroy particles. But imagine this code:

    In these 5 seconds the enemy may be killed, and you have no way of cancelling that delayed animation change, other than destroying the enemy.

    Another big mistake is having "Wait" in events that are running on every tick. Check out this comment.

  • You need to study game templates included in Construct (Kiwi Story and others).

    Trying many combinations of events in hope that some of them will work is a very wrong approach. You need to understand what you are doing if you want to create a working code.

    From what you described, you are using a "state machine" model. I understand why many beginners do this, at first it looks simple and logical, but as your project grows bigger, it becomes a minefield. You end up with dozens/hundreds of events checking and modifying all kinds of variables on every tick, lots of "trigger once" and "waits" in different placed. It's a delicate mess and any small change can potentially ruin everything.

    There is nothing wrong with having a few state variables, but building an entire game like this - I am strongly against it. In my games most of the events are triggers and functions. For example:

    On timer "Attack" -> Play "Attack" animation
    On "Attack" animation end 
    	-> Call function "DealDamageToEnemy"
    	-> Restart "Attack" timer
    etc.
    

    You can clearly see the sequence of events here, it's much easier to develop and debug this way.

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  • Are you using the loader layout properly?

    construct.net/en/tutorials/loader-layouts-custom-loading-9

    It took a long time to load the first screen, and then it just got stuck at 5%.

  • You can make it a million pixels long if you like. But I would recommend using this method instead:

    howtoconstructdemos.com/generate-random-levels-from-pre-built-scenes

  • If you register an account and log in, you'll get 25 extra events. If this is still not enough, you need to purchase a subscription.

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dop2000

Member since 26 May, 2016

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