DiegoM's Recent Forum Activity

  • I don't know what your problem is exactly, but executing actions every tick doesn't sound like a great solution.

    Ideally you should be able to resize your image only when it is needed, rather than every tick.

  • Yes, that will execute the associated actions every tick, it's functionally the same as the Every Tick condition.

    You can try updating a Text instance with the time expression in the action block of an empty condition to see a visual representation of what is going on.

  • I see, that should be easy to add along with something similar to the variation of the dialog to import animations.

  • What where your trying to do?

    After highlighting a selection you can either:

    1. Press the toolbar button to tell the importer those are the frames that should be imported
    2. Right-click on top of the selection to bring up a context menu that has an option that does the same thing as the toolbar button
    3. Press F in your keyboard which does the same thing as the above.

    .

  • If you don't mind it being public you can share it here by uploading it to some storage service, like Google Drive, and copying the link here. If you do that make sure the file is public so it can be downloaded by others.

    You can also send your project to diegothf@scirra.com

  • It seems to be working by just trying out the feature by saving random colours.

    Can you write step by step what you are doing? Maybe there is something specific about what you are doing that is not obvious.

    Does the problem reproduce from a blank project, if not it might have something to do with something particular to your project. If that is the case it will help if you could share your project.

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  • Try pressing F12 on preview to bring up dev tools, there might be an exception going on.

    Can you share your project so I can take a look? Maybe it's just a logic error somewhere in the events, but without a project it's very difficult to tell.

  • I have been looking at this and I realise I misunderstood your first post.

    In that case, it's working as it has always worked. The On Start trigger is executed when ever the timeline starts playing, there is no distinction between starting from the beginning or being resumed.

    I think I will add a parameter to be able to decide if it should be triggered at any time, only from resume or only from the beginning.

    Can you make that file you shared public? I would like to take a look at it.

  • It's difficult to tell without looking at the project, it might be a subtle bug though.

    Looking at the code, a timeline that resumes playback from the exact same position as a keyframe, doesn't trigger the keyframe reached condition.

    I am thinking that if playback is stopped when the condition is triggered, maybe the play head does not end exactly in the position of the keyframe but just before it. If that happens then when playback is resumed, it wouldn't technically be in the same position as a keyframe so the condition might be triggered the following tick.

    That's a wild guess, I would need to look at it more closely to be sure.

  • The Instances bar largely solves this.

    You can copy and paste an instance from it, or drag it into the layout to create a copy of it.

    Create sub folders to group the ones you know will be used frequently, that way you don't need to actually look for them in the layout.

  • In that case I don't think Construct is the right tool for the job. Web applications just don't lend themselves to that use case because you don't have control over what the underlaying browser wants to do with them.

  • I am not sure what you are trying to do, but most people that want something like what you are describing are usually interested in keeping some kind of simulation going, even when the game is closed.

    Games that do this keep track of the last known time they were active and then look at the new current time when the game becomes active again, with both numbers they calculate the difference.

    With that difference the game then simulates all the things that would have happened in that time, should it have been active.

    This is the correct way to approach the problem, because you can never know what the OS will decide is better for your application. This is particularly true for mobile devices where the OS will aggressively try to save battery power, and in most cases that means stopping any process which is deemed not useful, such as applications that are in the background and not being interacted with.

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DiegoM

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