When we try to type this in, it gives us a syntax error for the first comma (after Water.X)
Did you type the word angle( ?
The expression is angle(water.X, water.Y, waypointBlue.X, waypointBlue.Y) , including the word "angle"
does Construct have anything like this too?
Well, yes! And oddly enough it's called a Function! :)
Right-click in an event sheet and select "Add function". Or just press F.
Another function-like thing is a "Custom action":
construct.net/en/make-games/manuals/construct-3/project-primitives/events/custom-actions
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Check out this post, there are working download links in comments:
construct.net/en/forum/construct-2/how-do-i-18/zelda-dialogue-system-capx-117812
I suggest using JSON though, it's easier to learn and understand. There are several JSON addons for Construct 2.
It isn't read-only. I've been modifying JSON in the debugger for years!
I guess a tree view for JSON would be nice, but it should be optional. I have JSONs that are many megabytes in size. I need to be able to copy them as plain text to analyze with external tools.
For TextWidth expression to work, the width of the text object needs to be enough to fit the text. So just set text width to 300 before checking the actual TextWidth.
You scroll there.
Add Tween behavior to any object. Run a value tween from 1 to the target scale. And add this event:
Obj is Tween "tag" running: Layout set scale to Obj.Tween.value("tag")
This is normal. When the engine has nothing to do, fps is 0.
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It's not a great solution, but you can put another copy of the tilemap on top:
dropbox.com/scl/fi/u1mlegn35aaq5fy3a0jla/Tilemap_isometric_walls.c3p
Just one curious question: When you first spawn "RobotsHealth" there is a toggle option for "Create hierarchy". I didn't click it, because I see you didn't click it, but what does it do?
You can prepare the entire hierarchy (in the editor), say, a robot + two arms + two legs + head + health text. Then in runtime when you create this robot and tick "create hierarchy", it will be created with all those parts!
When you change player's position directly, it messes with the 8direction behavior - the behavior tries to keep up and fix any collision issues. That's why the jittering happens.
You should avoid doing that, use 8direction actions instead - "Set X/Y vector" or "Simulate control".
Also, when you are changing something on every tick, don't forget about delta-time. (This is not needed when using behavior actions)
construct.net/en/tutorials/delta-time-framerate-71
Pin behavior also has PinnedUID expression. But it's much easier to use the hierarchy.
They don't respond on weekends, you'll have to wait until Monday morning (UK time).
When I go to add the condition and I select "Icons" (which is my family), there is no option after that for any ObjectTypeName.
ObjectTypeName is an expression. You need to use a condition like "System Compare Two Values" to check it:
Compare Two Values Family.ObjectTypeName="SpriteName"
Make sure to pick the family instance first.