Kylesoul's Forum Posts

  • 5 posts
  • Hi UltraLion !

    Thank you very much for your help !

    I've found a solution thanks to your tips :

    - create an intance variable "timelineID"

    - create a timeline with the name of the sprite and the ID (exemple : "Platform_1")

    - create a custom action for the Sprite "Trigger platform"

    - On "Trigger platform" ➡ play the timeline by name : "Platform_"&Platform.timelineID

    Works perfectly ! I just have to organize my timelines into a folder named "Platforms" now. :)

  • Hello everyone !

    I'm starting to be crazy by testing stuffs with the Timeline plugin ! xD

    I'm making a platform elevator using the Timeline plugin. So I duplicated a sprite and made a timeline track for each of them. The problem is when I trigger 1 sprite, the timeline is playing for all of them. I've even used the "set instance" action, still the same issue. What am I doing wrong ?

    Here is a c3p file example ⬇ (just click on the sprite to start the timeline)

    https://drive.google.com/file/d/1YT26cvhL54yATMk7Lli5SbDKK6G3lMJJ/view?usp=drive_link

    Thanks for your help ! :)

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  • Hello delgado !

    I have the same problem but my persist objects are only 2D. Think it's not the fact that your object is 3D but the container system that make the runtime crashing.

    Can you test your project in older release ? I don't have this issue in Beta R318 for example. Only with R327. I've read the bug fix notes of the Beta R326 and it says :

    "Hierarchies: runtime crash loading the state of instances in a hierarchy which are also using the persist behaviour"

    I think there is a same issue but with the container.

  • The message may contain some invisible characters, for example a space or line break at the end. Try using trim(message)="!go"

    HOLY MOLY !

    You're a genius ! That finally works !

    You just make me learn a new Construct expression ("trim") that I've never heard about.

    That will be very useful for someone else who's facing the same problem.

    Thank you a lot ! :D

  • Hello everyone !

    I'm making a Twitch integration game. So the chat by typing a command (like for exemple "!go") can create an object in my game.

    So I created the Twitch integration with the WebSocket plugin and it works very well.

    If I want the chat to create a 2D snake for exemple, I need to make a variable for reading ONLY the chat's message.

    So I did this : (CHAT_DECIPHER takes the message that the WebSocket received)

    But the problem is strange : the "message" variable actually took the chat message, but the snake is not created...

    So I tested to write myself "!go" in the debug mode and that worked.

    I really need your help to make me know what's going with this because I'm stuck. :'(

    Thank you for your futur responds ! :)

  • 5 posts