ArcadEd's Forum Posts

  • You could replace the drag drop behavior with the car behavior and just disable it on all the instances but the head. Or just set the head instance (sprite.i=0) position to the car.

    Also currently it just pulls objects together if they are farther than 32 pixels apart. You can also make it push the objects apart if you remove the max from the move at an angle equation. I think that’s what you meant by squish together when braking.

    Thanks, I'll try that.

  • Here's a behaviorless way to do it.

    First chain tries to replicate the stretch from pinning to pinned objects.

    The rest order from head to tail with an adjustable stretch stiffness.

    https://www.dropbox.com/scl/fi/yzrr05uk5ch8fex2hrqrv/chain_stiffness.c3p?rlkey=zrmf55xltlcqht67inff5ic27&st=yuj5hlku

    Might be useful or give some ideas.

    Both are great options. It looks so smooth right now as it is, I hate to mess with it. haha. But I may need to resort to one of these two options.

    R0J0hound Very elegant solution, I would need to figure out how to make it work with the car behavior as the head and the other pieces trailing behind like it does when dragging. Also make it "squish" past default when decelerating. But a great starting point. Thanks.

  • The "stretch" effect with Pin behavior is not intentional, it's basically a bug. Check out my comments in this post:

    https://www.construct.net/en/forum/construct-3/general-discussion-7/pinning-issues-147318

    Oh, well that stinks because it's exactly what I want to happen. If that bug ever gets fixed, I have no idea how to achieve it. Kind of wish there was a "Bungie" option for pin to go along with Rope and Bar.

    Maybe introducing Heirarchy fixed this bug. But there is no way to get that same effect with Heirarchy that I can find.

  • I'm working on a project that pins several parts together. Similar to a snake, where the head controls movement and each additional part is pinned.

    When doing this, there is an inherent "Stretch" effect that happens when speeding up and slowing down. It looks great, but my question is, is there a way to control that?

    Can I adjust how much stretch/pull I get when speeding up and slowing down?

    Thanks.

  • I updated the project to also show something else I noticed. When I have a flag set at 1 second on the timeline, it doesn't pause exactly at one second. This might be causing another issue I am having and was curious if there was a way around this.

    So project now shows a second number that stops when the time gets to the pause point, should be 1s and at the end which is 2s.

    The end always ends up at 2s. The 1s pause can be 1.0004 or 1.0115 or something in between. Maybe I am trying to get too precise with this :).

    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.

  • I created a quick example project.

    Hitting start will stop the timeline and start it again.

    Resume will resume the timeline from the midway point.

    The top is a counter showing each time the ->On Started event is triggered. It is triggered when the timeline is first started and when it's resumed after being paused

    dropbox.com/scl/fi/fuio7qpn91s5azb3bqu47/timeline.c3p

    I'm thinking it's working as intended, but just not totally sure :)

    Thanks.

    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.

  • Been scratching my head for a few days with this one and started to realize maybe this isn't working how I think it should. But is it a bug?

    I have a 2s time line that has a keyframe at 1 second. This keyframe has a tag of "top"

    Play Timeline with tag "boost"

    ->TimelineController: On "boost" start : Execute ACTION1

    ->TimelineController: On keyframe "top" reached : Pause "boost"

    ->On KeyReleased : Resume "boost"

    Now, what is happening is when the Resume Action is triggered, the On "boost" start EVENT is triggering again. In my mind On "boost" start what when the timeline starts from the beginning only.

    I just want to make sure this isn't a bug before moving on and fixing my code.

    Thanks.

    Tagged:

  • I have an object that is made up of several parts that are pinned together using the rope setting. I can't use hierarchy because I need the fluidity of the rope.

    Anyway, I have a time line created that moves some of the segments in the reverse direction the object is moving to make kind of a slingshot effect. Is there a setting in the timeline that takes into account a moving object? I made sure "Relative" option is set. Right now it doesn't appear to do anything, but the tag is triggering in my event sheet so I know it's playing.

    Hopefully I am explaining it well.

    Thanks.

  • Sure, but how does that help the server from disconnecting randomly?

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  • So I was testing this on an Ubuntu server using Firefox. I tested it again on a Windows PC using Chrome and it stayed connected for 5 days so far. Maybe it's a firefox issue?

  • That's exactly how I am building it. The problem is, once the server disconnects randomly, another peer becomes the host I believe. So when I try to reconnect to that room as the host it can't.

    I'll test this theory out though. However, just disconnecting at all is going to cause game issues as the server will constantly be doing something game related. So even a quick hiccup of disconnect, reconnect will cause issues.

    I'd like to figure out why its disconnecting at all. Thanks.

  • I'm working on something that requires a dedicated server, using the Multiplayer plugin for Construct. Using the Multiplayer Chat example, I'm launching it from an off site linux machine. Everything works fine, it launches as host, I can connect to it from my PC as a peer.

    Problem is, after x amount of hours the server just disconnects. I've trying having the server post in the chat every 10 minutes to show it's still active, it still happens.

    With how the MP Plugin works, if I just simply reconnect the server will no longer be the host.

    1. Is there something I am missing here that is causing the host to disconnect after so many hours?

    2. Is it the Construct signalling server that is the issue? Does it have a time limit on how long connections are active?

    3. Is there a better solution than the official Multiplayer Plugin?

    Thanks as always.

  • Great, thank you for both answers.

  • If I missed the area to post suggestions for Construct, I apologize. Maybe this can be moved there.

    I'm running into an issue with several games where my audio files are just too loud. I wish there was an easy to way to REPLACE the audio file being used with a right click. Rather than having to delete it and reimport. This can screw up all kinds of events when the audio is removed. I know I can go into events and adjust the volume as well, but I would rather just start with audio files I have fixed..

    Maybe it is possible and I just don't see how?

  • Problem 1

    I invoke a download so it will download a png

    When i invoke string i creatie a json file but then i sometimes mis a download file png or json.

    I didn't do any downloading. Everything is contained within the Construct 3 project. All my images are frames of a sprite and randomly selected.

    Problem 2

    The json file is still empty so in need to fill it with data like the color of te background.

    So how to fill the json file.

    Again, I don't fill the JSON files in code. All my JSON files are created at the beginning within Construct 3. Each trait having a JSON file with the different options.

    Contruct 3 then spits out a JSON for each Image it creates.

    Problem 3

    The rarety you have is awsome can’t even figure out how to make them unique ( you call This build code ).

    Rarity is just a product of having more or less options in each trait. More options, means there is less of each one. I didn't code in anything "Weighting" per say. Just let the chips fall where they may.