DiegoM's Forum Posts

  • Looking at this now, sorry about the delay, I was hanged up with a few other things!

  • Can you share your project? That is the best for us to be able to figure out what is going on.

  • Sprite, Tiled Background, Tilemaps and even Drawing Canvas, can be thought as only graphical representations for the objects in a game. So it really doesn't matter how you are using them as long as they draw what you want where you need it.

    The names might imply they are meant for certain tasks only, but if they work for a particular need, it should be just fine to use what ever you feel like. Of course if you need frame by frame animations, I highly recommended you use the Sprite plugin over some other dubious method.

  • Hmmm... that looks quite messy indeed.

    Thanks for the feedback, I'll look into something to remove the clutter if it is not needed.

    Do you have any ideas in mind?

  • 619_RM

    I think the problem is in your condition to check for the player's health.

    Currently the check is PlayerLife = 0.

    This works fine for one collision at a time, because they are set to Subtract 100 from PlayerLife and the initial life is Set PlayerLife to 100, so after a single collision, the health value will sit right at 0 and the condition will be met. If more than one collision takes place in the same tick it will stop working because the player's health will go bellow 0 before it is checked again.

    So I think your problem will be solved if you check for PlayerLife <= 0 (less or equal). That way no matter how much bellow 0 the health goes, the condition will still be met.

  • Have you tried using this browser API https://developer.mozilla.org/en-US/docs/Web/API/Gyroscope

    It grants Javascript access to the gyroscope of the device, assuming there is one.

    I am guessing you could write a little script that used those values to feed a number into the system action Set Layout Angle.

    Haven't tried any of this myself, so it might not work, but I think it's worth a try.

  • One of the things the new scripting feature allows for is to load WebAssembly modules, which effectively let's you leverage a ton of existing C/C++ code in the browser, with almost native efficiency.

    You can see how it is done in the Loading external script and WebAssembly example, found in the Scripting section of the Start Page when you open C3.

    Asides from that you can look into https://developer.mozilla.org/en-US/docs/WebAssembly for how to get started compiling existing C/C++ code into WebAssembly. Of course, C/C++ is the most prominent example, but you can find other languages that can be compiled to WebAssembly if you poke around the internet a little bit.

  • If Construct 3 works for you and you think it's the best, just use it. There is no point in worrying about popularity of the tool. It sure is working for us over here at Scirra!

    As for missing/requested features, what can I say? We work on the tool day in and day out :P

    Having said that, it is ok to ask for more and better things, but at one point you need to work with what you got to get things done.

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  • Looks like a bug, must be something introduced in the latest version of chromium, as it is also affecting Edge. Firefox seems to be fine.

    I think I already fixed it, but need to try it a little bit more. Thanks for bringing it up!

  • I am not able to reproduce this issue. Have you tried updating your graphics card driver to the latest version?

    What operating system are you using?

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  • q3olegka

    I did a small modification that I think will improve the resizing. It will be available in the next beta, so try it out when it becomes available!

  • Have you tried using the Smooth checkbox in the resize dialog?

    Keeping it disabled is better for pixel art with clearly defined edges. Enabling it is better for images with smooth color transitions.

  • What is exactly you are trying to achieve? I can think of a couple of different cases

    1) If you just want to play the animation as the timeline modifies the X and Y properties you can just play the animation independently of what the timeline is doing.

    2) If you want to change the animation frames in relation to the progress of the timeline you could cook something up using the Progress expression of the the Timeline plugin and the AnimationFrameCount expression of the Sprite plugin.

    Something like this:

    	floor(Timeline.Progress("name_or_tags_of_your_timeline") * Sprite.AnimationFrameCount)
    

    That should give you the frame index as a timeline progresses.

    3) If you want to set a specific frame as keyframes are reached, you might want to look into keyframe tagging. Those conditions are only triggered when the playhead of a timeline reaches a keyframe.

  • Setting the time scale to 0 will effectively pause a lot of things in a layout, but not everything. In your case, even if the time scale is 0, the "Every Tick" event is still being executed every tick.

    Try putting the events that you want to pause into a group and deactivate that group in the same event you set the time scale to 0. When you set the time scale back to 1 remember to enable the group again.

    That should work.