lionz's Recent Forum Activity

  • If you're having trouble then the best way is to post on the Bugs section and possibly attach a .capx so that someone can recreate the crash and assist you.

  • ah spot on thanks.

  • If object > Is on-Screen(inverted) > do the thing

    As for memory usage:

    Off-screen objects are not still rendered. Construct 2 does not issue draw calls for objects that do not appear in the window, and the GPU is also smart enough to know not to render any content that appears outside the window - even when a single image is only partially on-screen.

    The layout size also does not have any direct effect; larger layouts do not use more memory or require more processing, unless you use more objects.

  • Changing the 'is touching' events to 'on touched' will only destroy the touched object rather than mass destroy every flashy thing in view. I had to disable the fading though to see this in action, the fading makes it irrelevant whether an object is destroyed or not, right? Will assume you are going to add future logic like re-enabling the fade-in on undestroyed objects or something, tough to work out exactly how you want your game to work.

  • Just a quick one as I don't use physics too often.

    I've set my player up with platform behaviour. The physics objects move around as expected. I seem to be unable to push physics objects though unless I also give the player the physics behaviour, which has weird results. I assume there is a way to do this without giving the player the physics behaviour.

    What's the usual way for allowing the player to push objects, do you have to simulate it yourself with object move x,y on player touch etc? Or are all the cool kids adding the physics behaviour to the player?

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  • You probably have some overriding idle animation logic. But yes this is kinda impossible without the .capx, cut it down and link!

  • Yar as above, 'turret is visible' condition on the shooting event.

  • Set Layer Visible event. If it's a story where you dismiss layers which is what I'm imagining then you can just run a function where it sets different layers visible/invisible in order. There's probably many ways to do what you want here. You might want something else entirely though as this doesn't really relate to the subject 'how do I number layers?'

  • Clearing browser cache will clear any local save data. I don't think you're supposed to access it locally though, not without some kind of code workaround. To do the pre setup save states wouldn't you just create them all on a first load? The name used for the save state is just an HTML tag it won't appear as a local file in a search, all data should be in a cookie file somewhere.

  • The logic looks reasonable but we would probably need a project file to look at.

  • Ah yes, might've noticed that with the project. Well done for guessing that

  • Do you have events that move them back to their original positions later on in the project? I'd have to see the .capx file I think because this looks fine to me. Provide a cut down version if you can showing the issue, via dropbox or something similar.

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lionz

Member since 5 Aug, 2013

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