otomecha's Forum Posts

  • Do I need google to be loged? Still not working...

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  • Hello!

    As many others I have the warning in google console to update the billing thingy. I did open my project in 402.2 and generated a debug apk to test. However I saw the shop is not working (it was previously working fine...) Do I need to change anything on my side?

    This is how it was implemented and previously working.

    I registered the items in a preloader scene I have.

    Then I did this to show the prices and info, but now is not showing any information.

    Any ideas¿

  • Here an example by R0J0 : construct.net/en/forum/construct-3/how-do-i-8/onet-games-172483

    Thank you!!!

  • Had another go at it so now the logic is a bit more understandable and fits within 25 events.

    When you click on a tile it does a search for valid moves from that tile to other matching tiles. the path from one tile to another can only bend twice and the path has to go through an empty space first.

    Then when you click on a matching tile it destroys the tiles and draws the path.

    If you want to see the pathfinding in action make the marker sprite initially visible in the editor.

    It's trivial to change the number of unique tiles, but just be sure there are enough tiles on the board so there can be pairs.

    https://www.dropbox.com/scl/fi/gpd6ss46cm1a7vfb469ev/onet2.capx?rlkey=5zlh8fml1v63hihzj3jxqv7cs&st=esgaimgg

    Wow thank you very much for sharing!! You are amazing! I will take a look at it :3

  • Hello!

    I was trying to prototype a linker idea but I have not much idea on how to proceed... I was trying to find a tutorial or purchasable to kick start it but I found nothing other than M3 :(

    Any recs¿

  • The change I was suspecting caused the problem... was the culprit. It was an attempt to fix github.com/Scirra/Construct-bugs/issues/7261. Even though the fix is quite comprehensive when it comes to tweens with mirrored and flipped instances in a hierarchy, it completely misses timelines.

    Our aim is to avoid regressions in stable releases, so that change will be reverted for the stable and will try again in the next beta cycle to get everything working properly.

    Thank you :) I will wait for it then

  • Hi otomecha, in the end were you able to solve the timeline problem when you drag the character that caused the animations to go crazy?

    Yes! For them to work I needed to always add the same amount of instances in all the timelines (regardless if I'm animating them or not) When I had different amount of instances they went crazy :) Hope it helps!!

  • In r380 there was one change to fix another issue which might be causing this problem. Since we are getting close to a stable release, I think I will be reverting that change.

    Can you share a minimal project the reproduces your problem?

    Yes, I shared by mail :)

  • Hello!

    I've noticed my animated characters look broken in the new R387 update but worked fine on r379.

    Affected Assets seems to be mirrored ones X:-100

    When I play the animations in the timeline they seems fine, but in playtime something is off.

    I will atach a video of the issue:

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  • Heya! R0J0houndR0J0houndThank you so much for your replies!!! I had to add some 'waits' and it worked >_< It looks dirty though...

  • Hello!

    I have some "repeat" loops and I'm having trouble because I feel they are not going sequentianly. For example the last condition doesn't work inside the 'on start layout' but it does work if I take it out (which I don't want). I feel I'm arranging it wrong :/

    code

    ibb.co/rQg3kpk

    Intended Result

    ibb.co/hX3MwZ8

    *Image attaching was not working for me today, so I just added links

    Any idea on how to arrange it better or wait for the loop to complete?

  • Where do you get the value from JSON and set the scale to the body? Is it in "On Start of layout" event? Then change the scale of baby arms/legs in the same event.

    You are either doing this before the hierarchy is created, or on every tick, it's not clear from your screenshots. There is no point in updating the scale on every tick.

    Also, like I said, use "Pick children" instead of picking by Member variable. It's possible that the variable is not yet set or set incorrectly, that's why it's not working.

    Try "Body pick children" and if this doesn't work, please post a screenshot of the event sheet showing all relevant events.

    I made it work with pick children! :3 Thank you for your help!!! you rock!

  • Looks like you are not using hierarchies properly. You can set "transform width/height" for all children in a hierarchy. Then when you change the scale of the parent object, all children will be scaled automatically with it.

    You also don't need to link parts of the hierarchy with instance variables. If collider_char is the parent object, to pick its head you simply use "collider_char Pick Children Head" condition.

    You can create a family called Limbs for all arms/legs sprites. Then the code may look like this:

    > if Body Scale=0.5
    Body pick children Limbs : Limbs set scale to 0.7
    
    

    Thank you for replying!

    Looks like you are not using hierarchies properly. You can set "transform width/height" for all children in a hierarchy. Then when you change the scale of the parent object, all children will be scaled automatically with it.

    I'm not sure I get this! I do have "transform width/height" ticked and they are scaling correctly. I scale the body and then everything scales acordingly. It's only that when I have the "baby size" (0.5), I don't want the head and the arms to scale to 0.5 but 0.7.to give the chibi look.

    I want to do this only for baby characters in the loading stage. But when I try to add at the end of 'on start layout' it does nothing. If I add it a single trigger it does affect all the bodies, regardless thir escale.

    I could only make it work when 'on drag', but i need it to happen before you interact with the character.

  • Hello!

    I have some characters based on a template. When I start the layout I load the config from the Json and call a function that changes the sprites to the frame, size and color I want.

    I have 3 sizes: Adult, Kid and baby. For the baby, additionaly to the sizing I wanted to modify the scale of the arms and head.

    this is the intended result.

    The problem I found is that when I try to load it by the condition for the body scale (since the condition doesn't exist I stored it as a var) It affects all the bodies, not just the "baby". I only could make it work by a trigger like 'on drag' or "on drop" but not in the normal loading where it should be :/

    Any ideas on how to trigger this?

  • I did some tests and I also ran into a thousand problems, I thought it was simpler to manage the timeline, I hope some expert user can explain to us if it's possible to change states without it going haywire.

    In any case you can obtain these angular movements for sure and very easily with the sine

    Yeah the thing is that I will have severala animations: idle, dragging, sitting, dancing, etc. So I would prefer them to all of them be tweens or all of them be timelines in a closed system :/ Thank you for for your help anyways! I appreciate it.