mekonbekon's Forum Posts

  • oliver144 I've been using Bitballoon with C3 exports and it works fine. You need to drag the unzipped build folder into the upload box.

  • Hi Ashley

    That's the same as I had in my demo, except I had to insert a wait 0 seconds between the "Set animation to idle" actions, otherwise at the end of the attack anim the sword idle triggers before the knight idle. You can see this if you step through your example in debug to the end of the attack anim. It's odd that it should do this - why wouldn't both anims change on the same frame given that the actions are on the same trigger?

  • Yeah, checking the animation frame every tick isn't great, but perhaps not such a huge cpu hit - might be worth stress testing.

    I'm guessing that it's something to do with objects only being drawn at the end of the step. Not sure why that would result in the sword switching to idle *before* the knight though.

  • Rable This was the only way I could find to get the animations to consistently sync on every step:

    https://www.dropbox.com/s/po3c2aabf8h6c ... .capx?dl=0

    It still uses a wait 0 seconds to stop the sword idle jumping ahead, so maybe not ideal?

  • If you want to stop the audio when there is only one instance on-screen (the one in the menu) you could use:

    Is object on screen

    Is object.pickedCount <=1 | stop audio

    This first picks all the objects on screen then checks to see if the number of picked objects is one or less.

  • Have you checked your object count in debug? If it keeps increasing over time then you've got object instances hanging around that are slowly filling up your memory/hogging your CPU. Alternatively, are you continually adding to arrays/dictionaries?

  • I've narrowed it down to an issue with minify script. Chrome and Firefox are affected by this but not Edge. I haven't tested Safari.

    Here's the bug if anyone wants to add details:

    https://github.com/Scirra/Construct-3-bugs/issues/778

  • I was also having the same issue with the latest version; I managed to fix it by deselecting all the optimisations on export (minify, deduplicate images etc).

    If I get a chance tomorrow I'll try and get a minimum reproducible and submit it as a bug.

  • marcosfl

    Solren

    I believe this might be due to a bug fix I requested ... sorry <img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarrassed">

    https://github.com/Scirra/Construct-3-bugs/issues/621

    Originally the "Is by wall" condition would not work if the object was by a wall and had a ceiling directly above.

    Ashley fixed this, but now it is also triggering when you only have a ceiling above you, which is obviously incorrect; it would be worth flagging it up as a bug.

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  • Meqara:

    No problem

  • You are not alone - this is a known issue with the text object:

    You'd hope at least that centering the alignment and hotspot would position the text accurately, but alas not.

    The only solution for accurate positioning (as far as I'm aware) is sprite fonts but this isn't ideal in all circumstances - sprite fonts don't scale well, you can't add bold/italicised formatting without adding a whole new font set and new object, and it can be a hassle getting the kerning and line spacing correct.

  • The reason all the objects change is because event 4 is top level instead of being a sub event of event 3; this means that all S_1 objects are being selected rather than just the one with the same variable as the S_0 that collided.

    You also needed to swap over the animations when the direction changes.

    Here's an updated capx:

    https://www.dropbox.com/s/e2ajrvpne0mo4 ... .capx?dl=0

    If S_0 and S_1 are always created together I would recommend putting them in a container - that way you won't need to use the variable check to identify the S_1:

    https://www.scirra.com/manual/150/containers

  • You're welcome

  • galtay If you'd rather not use the plugin, I found a way to trace to the collision point on an irregular shape using a while loop:

    https://www.dropbox.com/s/gabg6r1yp5jgw ... .capx?dl=0

    cursor keys to rotate and move, left mouse to fire.

  • galtay

    Yeah it's a bit of a fudge, which as you point out will only work with roundish objects. If you need a solution that works with irregular shaped objects you may have better luck using Johncw87 's jcw_trace raycast plugin - it should give you an exact position: