Chris Newton Dev's Forum Posts

  • 15 posts
  • This is very exciting and something I've really been wanting for quite some time! I'm already considering using it for layout navigation as well as the other examples you mentioned!

  • I tried that as well before posting and it didn't have any effect. Thank you though!

  • Hey that's awesome! Thanks! Always nice to hear from a legend such as yourself DOP ;)

    So I made the system MUCH better. Beforehand, I couldn't paint an entire level and also animate the same tilemap much because of the resources required to do so for that method. Now, the system can animate an ENTIRE level (trust me, I tried it - though the gif attached is not as an extensive test the results were the same. I'll explain why it's really here in a minute).

    At this point everything is smooth and as efficient as I could imagine anything like this being. However, I have an issue that's occurring in the left hand corner of the tilemap regardless of what I paint there. I think it's the 0,0 position (which 0 is somehow being stored in the array and thus picked as a position to animate) but I can't figure out how to eliminate this issue.

    Anyone have any ideas?

    imgur.com/a/NxUKl0F

  • I want to animate tilemaps in my game at runtime to avoid creating more sprites (tiny ones at that) and cluttering my project by doing so. This also makes it easier to alter levels quickly.

    I've achieved this goal but the method is only effective when the tilemaps are relatively small (referring to the amount of tiles that are currently painted on the map in editor) because the function plugs in a parameter for the 1st and last tile UID in the animation and use nested For Loops for checking the entire tilemap every time the function is called. Since the animation frame have to change every x seconds this bogs down the device quite a bit. A bit being 30 FPS...

    I figured For Loops were probably a bad choice for something like this but I couldn't figure out any other way to do it so far.

    I think this would be WAY more effective if I could access the tilemap as a JSON then find the tile UID(s) I'm comparing in the function and then, if the conditions are met, use the replace expression to replace those UID(s) with itself +1.

    Here's a screenshot of my current event sheet.

    Does anyone know how I might do what is directly above this question or maybe something even more efficient?

    Thanks in advance!

  • I'm interested in this plugin but I'm afraid it will be abandoned after awhile...of course it's been 8 years since it's creation lol but still - would it be worth it to suggest to the C3 team that we get this kind of functionality built into the pathfinding behavior? Seems like it wouldn't be terrible to upgrade/implement based on how Magistross made it sound but then again I'm here because my programming skills are subpar sooooo what do I know? haha

    Thoughts anyone?

    Also, sorry if this thread is too old or if this post is slightly out of place! Thought it'd be fine but sometimes that's not the case.

  • I can't get Animation Override to work with the animation index. The purpose is to allow the hands or feet of the player to continue un-interrupted when attacking and running or for the y position of the character to remain unchanged during 1 animation if another is playing.

    I know this action runs every tick. If I'm not mistaken, the way I have set it up is correct and straight forward - it is as follows:

    is animation "attack", override animation "animation index" "1"

    I assume the animation index refers to the ID of an animation (looks that way in the scon file) and behaves like the animation index in C3 (being a 0 based system). In this case, my first animation in my player entity is idle or 0. The 2nd animation is run or 1. However, this does not affect the animation at all.

    What am I doing wrong?

    Thanks so much in advance - I know you guys are super busy!

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  • That's pretty cool and a bit over my head lol 😆 thank you for responding by the way! I tried your game, it's pretty solid and I was impressed by how it handled and in browser on my phone at that! Regarding my question I was hoping that Ashley may be able to help with understanding how C3 does this automatically- what it's process is like. I saw him say this once on a different post but it was too old to reply to.

  • I've seen a few posts mention this but never an explanation and the manual lacks an entry on the topic. I was thinking about wanting to something like this youtube.com/clip/Ugkxvm8kVO4zJ-iP35ym8d-Vm1p9L649I471 in C3. Can containers be used for this? The main issue would be of course not destroying the entire scene in the container when something is destroyed unless I've missed something there. How would this be considering performance? Essentially, a few 4k levels of small REUSED graphical pieces (for saving memory) would be slapped together in a container and then activated or deactivated when the player reaches the end of the level. This would help me with really seeing how the levels connect.

    Any thoughts or ideas on this and how occlusion culling works in C3 in general?

  • I'm going to post a screenshot of my events to show you guys what I'm doing as I'm sure it's user error but currently I am building a dialogue system based off of the json dialogue tutorial by Ashley. I'm making small tweaks here and there to clean some things up etc. What I'm trying to do is use global variables in the path to indicate where I want construct to pull data from in my json file. It works on 1 event that is as follows:

    //this function counts the number of scenes (scenes are conversations) in a characters (global var string char) dialogue container.

    Condition: FOR each entry in JSON "dialogues." & char

    Action: Add 1 to numScenes

    The above function works. The following function does NOT work for some reason.

    //this function counts the number of lines in a characters dialogue in a particular conversation. Scene is a global var int.

    Condition: FOR each entry in JSON "dialogues." & char & scene & ".dialogue"

    Action: Add 1 to numLines

    As I said I'll post a picture of my json and events soon but I wanted to ask this asap. I'm at work atm so this is all from memory. If anyone has any tips or ideas please let me know! I spent 2 hours trying to figure it out and researching but I can't find anything on this.

  • Unfortunately there is no such plugin yet. The only thing I've been able to find are templates which are pretty thick but they can be quite useful if you already know what you're doing. Sorry about that! I'm hoping someone will make one soon too!

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  • Thank you everyone! It works well now :) I don't remember which issue ended up being the culprit but these solutions worked well for any who come across this post in the future!

    Here is a screenshot of the end result. Thanks again!

  • I can almost promise you all and myself that I have made a mistake somewhere and that's why I'm here but I can't seem to find that mistake or get source atop blend mode to work. What I'm trying to do is have a designated layer for shadows that appear only on the grass that the player runs on. The shadow layer will have a shadow sprite that I will be able to have duplicates of and move around on all the grass pieces and I will set the shadow layer to source atop to blend it only to the grass. This will allow me to have very modular level creation without as much art to create. I wanted to do this as a layer for the shadows because it will save resources vs having to do this for every shadow object set to source atop. I've tried force own texture for the layer but that doesn't help and I've tried placing the shadows above and below the desired layer as well as adjusting the z order. Nothing :/

    Anyone know what I'm doing wrong?

    Screenshot below!

    All that to say, does anyone have

  • You're a god send. Funny enough I had already almost found a way to do this using events lol Although, I wonder why this never popped up in my many many searches. Probably due to the way I searched for the solution. Anyways, Thanks again! :)

  • 15 posts