piranha305's Forum Posts

  • How can you call comparison function like cr.do_cmp or cr. equal_nocase in c3 Conditions?

  • what is the cr object in c2 runtime? and is it used in c3? it's not mentioned in the sdk? is that because the sdk is not complete? or is it not used in the c3 runtime?

  • Check out the project i worked on for the GMTKJam, it's an RTS where you can't select you units, this was made in 48 hours. Please rate the game.

    piranha305.itch.io/kingdom-battle

    itch.io/jam/gmtk-2018/rate/300267

  • thanks!

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  • So construct arrays are java script objects with some metadata about the array, i was wondering if any one has come up with an alogirthm to convert that json to a pure Java script array and back? I'm asking so I don't have to reinvent the wheel if its been done before.

  • true and false is suitable, but if I wanted the result of that bool to be dynamic based some other conditions I can't do it in line the action for set bool takes a hard-coded value for true and false... In order to do what I want I can use a function with sub events and based on those sub events set the bool... It just seems like alot extra work for something as trivial as setting a value.

  • Is it possible to set a bool from an expression or from another variable, when I go set a bool I get a drop down with true and false. How can I make that bool dependent on something else or pass in a string "true" or "false" and just cast it, do i have to use an int? 0 1 to dynamically at that value?

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  • what is the purpose of having this trigger once after the input checking?

    [Player Walk]

    // Allow the player to move in 8 directions but only change directions if a single direction is being pressed.

    Keyboard and Gamepad controls are exclusively separated here to simplify things.

    // Keyboard

    ----+ Keyboard: ↑ is down

    --------+ Keyboard: [X] ↓ is down

    ---------> Player_Base: Simulate 8Direction pressing Up

    ---------> Player_Mask: Set Walking to True

    --------+ Keyboard: [X] ← is down

    --------+ Keyboard: [X] → is down

    ---------> Player_Mask: Set Direction to "Up"

    ----+ Keyboard: ↓ is down

    --------+ Keyboard: [X] ↑ is down

    ---------> Player_Base: Simulate 8Direction pressing Down

    ---------> Player_Mask: Set Walking to True

    --------+ Keyboard: [X] ← is down

    --------+ Keyboard: [X] → is down

    ---------> Player_Mask: Set Direction to "Down"

    ----+ Keyboard: → is down

    --------+ Keyboard: [X] ← is down

    ---------> Player_Base: Simulate 8Direction pressing Right

    ---------> Player_Mask: Set Walking to True

    --------+ Keyboard: [X] ↓ is down

    --------+ Keyboard: [X] ↑ is down

    ---------> Player_Mask: Set Direction to "Right"

    ----+ Keyboard: ← is down

    --------+ Keyboard: [X] → is down

    ---------> Player_Base: Simulate 8Direction pressing Left

    ---------> Player_Mask: Set Walking to True

    --------+ Keyboard: [X] ↓ is down

    --------+ Keyboard: [X] ↑ is down

    ---------> Player_Mask: Set Direction to "Left"

    // Gamepad

    ----+ Gamepad: Gamepad 0 D-pad up is down

    --------+ Gamepad: [X] Gamepad 0 D-pad down is down

    ---------> Player_Base: Simulate 8Direction pressing Up

    ---------> Player_Mask: Set Walking to True

    --------+ Gamepad: [X] Gamepad 0 D-pad right is down

    --------+ Gamepad: [X] Gamepad 0 D-pad left is down

    ---------> Player_Mask: Set Direction to "Up"

    ----+ Gamepad: Gamepad 0 D-pad down is down

    --------+ Gamepad: [X] Gamepad 0 D-pad up is down

    ---------> Player_Base: Simulate 8Direction pressing Down

    ---------> Player_Mask: Set Walking to True

    --------+ Gamepad: [X] Gamepad 0 D-pad left is down

    --------+ Gamepad: [X] Gamepad 0 D-pad right is down

    ---------> Player_Mask: Set Direction to "Down"

    ----+ Gamepad: Gamepad 0 D-pad right is down

    --------+ Gamepad: [X] Gamepad 0 D-pad left is down

    ---------> Player_Base: Simulate 8Direction pressing Right

    ---------> Player_Mask: Set Walking to True

    --------+ Gamepad: [X] Gamepad 0 D-pad down is down

    --------+ Gamepad: [X] Gamepad 0 D-pad up is down

    ---------> Player_Mask: Set Direction to "Right"

    ----+ Gamepad: Gamepad 0 D-pad left is down

    --------+ Gamepad: [X] Gamepad 0 D-pad right is down

    ---------> Player_Base: Simulate 8Direction pressing Left

    ---------> Player_Mask: Set Walking to True

    --------+ Gamepad: [X] Gamepad 0 D-pad down is down

    --------+ Gamepad: [X] Gamepad 0 D-pad up is down

    ---------> Player_Mask: Set Direction to "Left"

    ----+ Keyboard: [X] ↑ is down

    ----+ Keyboard: [X] ↓ is down

    ----+ Keyboard: [X] → is down

    ----+ Keyboard: [X] ← is down

    ----+ Gamepad: [X] Gamepad 0 D-pad down is down

    ----+ Gamepad: [X] Gamepad 0 D-pad up is down

    ----+ Gamepad: [X] Gamepad 0 D-pad right is down

    ----+ Gamepad: [X] Gamepad 0 D-pad left is down

    -----> Player_Mask: Set Walking to False

    ----+ System: Trigger once

    -> (no actions)

  • has anyone converted the REX FSM plugin?

  • okay sweet, thanks

  • wait your not using the compare touch speed condition in your snippet?

  • so the tool tip for Compare touch speed says it can be used to detect a swipe? i looked on the manual but am still confused how i can use this to detect a swipe? does any one have an valid example or uses for this condition?

  • Is anyone else having issue exporting a Debug APK from the current version of the desktop build?

  • https://playcanvas.com/project/440868/o ... /shockwave

    I'm trying to implement something similar in my game with c3, what effect would simulate this? Any Insight as to where I start would be awesome