This C2 behaviour piss me off

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  • I love C2 but some concepts are taking my skin off.. When I create an object I dont want to create that object in design time but C2 dont let me creating it if I create 1 instance of it. Why C2 do that? Because it obligue me to have all object in the design even if I will create it only in runtime, think for example a bullet. I dont need that bullet created before I fire it! Why C2 dont let me to change its properties in the Projetct folding thing at right? And because of that when I count how many instances I heve from some object I need to remember that I have at that "design" instance, end worse, that "design" instance is generating "Is Outside Layout" event..... Thing about it.

    Flws!

  • I think it's something to do with preventing lag. Each bullet would lag when you fire if it wasn't already loaded into the RAM I think.

    Just make a layout that doesn't ever get accessed and throw all your sprites and stuff into it, then the normal layouts will not need stuff in the design view.

  • All games need their elements loaded into ram before you can make things instantly appear. I actually like it because it reminds me what stuff I have on my layer

    This should be optional because in certain types of games it's really annoying because you need to take that "instances" to account, if you need to create a large game this problem will be more evident.

    Just make a layout that doesn't ever get accessed and throw all your sprites and stuff into it, then the normal layouts will not need stuff in the design view.

    Nice idea! Thanks I will try it!

    flws!

  • It's not to do with RAM. It's because Construct 2 doesn't know what to set for the object's properties if none exists. For example, the instance variables, object settings, behavior parameters and so on are all empty. So if it had a bullet behavior, what speed do you use? Zero? The default value? I don't think either is what you really intend.

    We could fix it by allowing you to set properties when no instances are selected but for architectural reasons it's a little tricky. The workaround is to use an unused layout where you dump your one instance of an object.

  • Well, I learned something new today :D

  • Put them off the screen and delete them on start of layout.

  • Put them off the screen and delete them on start of layout.

    Better create an empty layout and place them, this layout would be database for sprites.

    You can create objects without make an evenet "On start layout starts - destroy objects"

    Flawless.

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  • > Put them off the screen and delete them on start of layout.

    Better create an empty layout and place them, this layout would be database for sprites.

    You can create objects without make an evenet "On start layout starts - destroy objects"

    Flawless.

    I third this. I create an Assets layout right out of the gate. It works marvellously with no problems :) I find the assets layout to be the best way for any object that needs to be created at run time.

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