Chroma72's Forum Posts

  • I've been using C3 for several years, but have only been using the event sheets 'add event' etc, just the basic stuff. I recently have been working on a faster paced 2d shooter multiplayer game and was trying to pick an 'engine' (you know, the usual, unity/unreal engine/C3/others. I wasn't sure if I could do it in C3...until I did a lot of research on the script blocks (write native javascript in the event sheet). This opened up a whole new level of creating/development with C3. The limitations I thought existed, don't exist. It takes awhile to really get the hang of the 'Add script' blocks, but once you learn how to access global and local vars, get the instance of an object, add your own functions like 'globalThis.myfunction = (a, b) => {...}, and also call event functions from within a script block, it's just amazing. You can really do so much more than you thought you could. So to anyone who hasn't checked out/tried using script blocks, give it a go. They are a GREAT feature that just opens up the possibilities of what you can do in C3.

  • That was absolutely it! Thank you for taking the time to help me. Much appreciated!

  • So I've created a dialogue box that uses typewriter. It will display all text just fine, but when I try to print "[7xp]" it just doesn't print it. I'm sure it's something to do with the brackets. Any ideas? BTW, if I leave the leading or trailing bracket off it prints just fine.

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  • Been trying to get the Touch.Beta in script for about an hour now.

    Have tried lots of things but nothing is working.

    var a = runtime.objects.Touch.instVars["beta"];

  • So actually the child sprite was black (a key). But when another sprite which has no black pixels in it was a child, it wasn't blurry or ghosting. Very strange indeed! At this point I'm willing to just ignore it.

  • No I just position it then do Add Child. There's no repositioning on every tick.

  • I make the 2nd sprite a child of the 1st sprite, using Add Child. And then position the 2nd sprite to an image point on the 1st sprite. That all works fine. But when the 1st sprite moves around with Physics, the 2nd sprite has ghosting/is blurry. I'm guessing this might be a known issue that needs to be fixed. It's not game breaking but is definitely detracting from gameplay. I made sure it's not a collision thing by disabling the collision on the 2nd sprite, and the ghosting behavior is the same.

  • So I have a main sprite (parent) that uses the physics behavior and the stepping is set to framerate independent. The gravity is set to 15 and it flaps around like a bird. When I add a child sprite to the parent, the child has ghosting (like a small trail) as the parent flaps around. It looks like the child is being set to the parent position too late or before the parent actually moves to it's new position.

  • Just wanted to say that Construct 3 is pretty amazing. I've had a subscription for 3 years now and just started working with Timelines. So great! Good job guys and hopefully I'll get my app out there in the next few months.

  • Most of the issues you encounter while developing in a browser disappear when you convert your project to an APK through Cordova? And if not, which issues are still around? Yes, it's a very broad question. But just looking for lessons learned. Any info is appreciated.

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  • I have two sprites and I would like to be able to go "If spriteA.myvar = spriteB.myvar" or something like that.

    I would rather not use containers or family. Any ideas?

  • I was using a lot of sub-events to do IF statements to set vars and was like..hmm...it would be cool if I could use ternary operators when setting variable values. I hit run and...WALA!! Happy camper here!

    Example:

    MyVar set to (a > b) ? a : b

    I would put a happy face emoji here but we can't use emojis on this forum. :(

  • Hmmm...neither of those triggers are working for me. Maybe the best solution is to just do a System Wait or does something else then make the sprites visible.

    EIDT: Wait For Previous Actions will do the trick.