chunchun's Forum Posts

  • Where are you from? I can get in touch with you. As far as I know, physical documents will not be added until the stable version is released. There is no physical document about.

  • 	const box =runtime.objects.box.getfristInstance();
    	const beha =box.behaviors.Physics;
    	box.angel=45;
    	box.opacity=0.5
    	beha.Physics.Friction =1.0;
    
    This is not necessarily the correct code, you need to go to the document to query parameters. This is the right way of thinking. You can refer to!
    
    
  • I want to see the interface layout of all of you! Then look for a reference value.

  • I think it's this, which was marked as the future plan three years ago.

    Original text: construct3.ideas.aha.io/ideas/C3-I-12

    Got 146 votes for support and dozens of comments in line with the idea of five mergers.

    There are still people waiting for its realization!!

    Scene Graph

    Implement a scene graph (like many other engines) that allows building objects using a hierarchy of other objects.

    "Rotation and scale of a group is applied to all child actors. Child actors always work in their own coordinate system, parent transformations are applied transparently." source: github.com/libgdx/libgdx/wiki/Scene2d

  • Thank you

  • There's currently no way to save or load a savegame directly from script. However when it's used in events, those events fire. In the "save" event, you can add extra data to be saved or loaded with the savegame in the saveData property of the event.

    I still don't understand. Can you give me a code example?

    For example, what should I do to store the variable a = 100 a additionally?

    Is that so. Runtime. saveDate (a)?

  • "save"

    "load"

    Fired when the savegame system saves or loads the state of the game. The saveData property of the event object is extra JSON data to save in the "save" event, and the corresponding last saved data in the "load" event. This allows custom data stored in scripts to be integrated with the savegame system. Note this is serialized to JSON so things like object references and complex types cannot be saved directly.

    This is the introduction of the document, but I still don't understand. Can you give me a detailed example?

  • You can't, use Aekiro's Game Object plugin instead :)

    Yes, I'm using the proui and GameObject plug-ins. There are still many problems. In the case of simple GameObject, when the parent object moves, the child object will float or even not follow or slow down.

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  • I created a emy_sprite that can move in eight directions automatically. It serves as a container with blood bars and text in it. But when it moves, the blood bars and text in the container remain in place. I try to pin the objects in the container to the container. But new problems arise:

    When I create a new emy_sprite, the position of blood bar and text in the container will be fixed in the center of the container by default, rather than the first place.

    My question is: how to fix the position of the objects in the container so that each time a new container is created, the position of the objects in the container will not be in the center by default, but the position visited when the container is initially set.

  • Your Idea is very good and I would also like to ask Ashley to look at this Idea and I also recommend you to post this idea in Construct's Ideas and Suggestions platform.

    thx

  • > I use the progress bar. It's normal when I run this scenario alone. When I jump from another scene to this one, the progress bar disappears. This is a misreported document.

    > I don't know why I can't upload pictures.

    Contact me on Discord : discord.gg/r86m64

    Unable to join an invitation with expired prompts

    The last problem has been solved by using the stable version.

    when I use load to reload a saved scene, all the child nodes on a dialog disappear

  • When there are heavy events and many comparisons, the readability of code and text is very good. These functions built into the event table are like APIs that simplify a lot of work. If and this custom code format to write. I think it will be better

    You can use if else to judge that it is also as beneficial to use as event table. It's not programming, it's just representing the event table as text. Use if else to handle logic. And it coexists with the event table. Whether this will attract more people interested in coding.

  • Can we get the same function as the event table in the form of text(script).

    Using the basic logic of "if else" in programming to realize the logic

    on the start of layout {

    a.hp=100;

    b.behavior.sine.enble=true

    }

    a on collisison with b {

    system.createobject(c,"layer0",100,100)

    }

  • Father son relationship

    If I build an enemy (enemy's spirit, enemy's character, enemy's blood bar)

    Generally speaking, I need to create a text and blood bar wizard to pin on the enemy, and select the corresponding text and blood bar through filtering.

    If you have a parent-child relationship, you can directly create children and blood bars under the enemy. And can easily correspond.

  • I use the progress bar. It's normal when I run this scenario alone. When I jump from another scene to this one, the progress bar disappears. This is a misreported document.

    I don't know why I can't upload pictures.