dop2000's Forum Posts

  • No, this is not right. There is no such thing as "family UID". All instances are in the family, and each instance has different own UID.

    You can assign the same unique identifier to both instances, which you will need to generate and make sure it's unique.

    But I think the easier solution is to declare one instance "parent" and another "child" and link the child to the parent using ParentUID.

    If ParentUID=0, then this is a parent instance. If ParentUID>0, this is a child instance and you can easily find its parent.

  • The sprite is defined on another "storage" layout.

    I create it in runtime, replace an image in one of the frames. Then destroy, unload from memory, wait, create again. And yet the replaced image is still there..

    To store an image with BinaryData I will need to paste it to DrawingCanvas first, right? This will be a really complex solution, since I have lots of sprites with many frames each.

  • You can pick only instances on a selected layer, and move them to top/bottom of the layer depending on the value in the instance variable. If you don't have too many objects and not doing it too often, I think it should be ok performance wise..

  • If I use "Load image from URL" action to replace an image in a sprite, is it possible to revert it back to the original image?

    I tried destroying the sprite, unloading it from memory, creating again, but it gets created with a new image.

  • Ouch, really? So whats the point of those?

    I agree, it would make much more sense if these actions would preload images for the next layout(s). Unfortunately, no, they only allow preloadinging images from other layouts to use in current layout.

    I believe if you create an Interstitial/Video just once, you can use the "if ready = show ad" many times...

    After you've shown an interstitial/rewarded ad, you can't show it again. (Well, maybe you can, I haven't tried it, but it's pointless to replay the same ad.) So you need to create (load) a new ad.

    Why not making things simple as: ....

    Is Interstitial Loaded and On Interstitial Ready mean the same thing, but one is a condition, and another is a trigger.

  • Jimmy Emanuelsson If the author doesn't respond, you can email me your project and I'll remove that Rex_comment addon from it.

  • The most common way to address two instances separately is to use a family. Add this sprite to a family, move all instance variables to the family level. If you have many instances, you can add another variable ParentUID. And then you will be able to pick the "parent" sprite instance, its "child" family instance, and refer to them both in the same event.

    On clicked Sprite
    SpriteFamily compare variable ParentUID=Sprite.UID
    	Sprite set opacity to 100
    	SpriteFamily set opacity to 50
    
    
  • If an interstitial/rewarded ad is ready, you definitely should not create a new one. I believe this can get you banned. You can create a new ad after On Complete, On Cancelled or On Load Fail event.

    Also, all those "Load layout images" actions in your screenshot are useless. Images are not kept in memory, Construct clears images from RAM when you move to another layout.

  • The solution may be different depending on your game. If your map has mostly open spaces with few obstacles, Diego's method should work quite well.

    But if there are lots of obstacles and tight passages, then Pathfinding objects will still overlap badly. You can add some events to slow each instance down if there is another instance in front of it. But this will also be only a partial workaround.

  • I believe this is the author of this template, try leaving a comment in this post:

    construct.net/en/forum/construct-3/your-construct-creations-9/epic-platformer-source-151216

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  • I used that effect in my game, it's pretty good and really makes the characters look more alive.

  • It's not possible to skew Drawing Canvas. Take a look at this effect:

    construct.net/en/make-games/addons/260/dropshadowcolorskew

  • creating only 3 blank tiles (one for each possible state), and then 26 alphabet letters with transparent backgrounds

    Yes, this will use less memory, especially if you crop the unused transparent space on the letters. But you need to decide if the extra effort worth it. If the images are quite small, the difference may only be a few megabytes. So you can do whatever is easier for you.

  • There is no definite answer to this. For modern phones 300-500Mb shouldn't be a problem, but on older phones with 1-2GB RAM the game may not work.

    The less memory you use, the better.

  • You can use Tween behavior. "Tween two values" action, x=Sprite.width*2, y=Sprite.height*2

    Another option is Sine behavior.