chubbspet's Forum Posts

  • 9 posts
  • I still don't think you understand my question, because none of those posts answer them. Thanks anyway, appreciate the help.

  • sorry, in point 3 I meant to say enemy "Object" not box...

  • I think you misunderstand my question:

    Let's on start of layout (event),

    1)I "create object". Firstly, according to me this is incorrect terminology, should it not be "Create Object Instance"?

    2) Also, in that dialog window there is no place for an instance name, why?

    3) So in the next action I select the box "Object", which is very confusing, because I am now working with an Object or an Instance, and I select "Set Value" and I make it enemy1

    4) Now I don't know how do I pick "enemy1"?

    Any assistance and comments welcome, thanks

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hi

    It seems to me like there is definitely a grey area when it comes to creating an instance and giving it a name/ID/tag. I find it hard to believe that a game engine (that constantly works with instances) make this such a tricky thing to do.

    I understand instance variables, but for example:

    - Why can't we couple a permanent (or compulsory) "name" property to an instance?

    - Why can't we find/select/pick an instance by name/tag?

    If someone can please help me understand this, thanks so much!

  • Great, thanks for the info!

  • Ok, finally figured this out - If I am wrong, please correct me:

    For those who need this -> You need to define the tag when you create the action, e.g. when you add an "Play" action, there is an optional tag parameter. I suppose this is there so that you can have multiple instances of a timeline running and control them individually?

  • Hey guys. I am so sorry if this is obvious, but where do I define timeline tags? According to the documentation:

    "A space separated list of identifiers that can be used with a set of Timeline plugin conditions, to identify when a master keyframe has been reached while a timeline is playing."

    I manage to stop an animation by referring to a keyframe tag.But in the image below, how do I stop a specific animation object's animation when it reaches a keyframe. I try mto insert the keyframe tag, but it does not pause...

  • Thanks for the reply - sorry I missed that post, but I will definitely look at it.

    Really enjoying your product, btw:)

  • Hi there

    I recently move to C3 from 7 years working full time in Unity Engine. My main driving force was the fact that unity html5 publishing does not run well on mobile since it requires WebGL2.

    Can someone please clarify C3 WebGL2 requirements for me. I did a lot of searches and can't seem to find a clear answer if/when it will be required on the user's phone. The work I do is training and it runs on mobile devices, so it is important for me to know the limitations.

    Does it depend on the features I use in my C3 project or is it a hard wired dependency in C3?

    Thanks in advance for any input.

  • 9 posts