Snalec's Forum Posts

  • I checked the pinning stuff and that's definitely it. It only pins to one instance of the waves. I messed around with it and couldn't get them to pin to separate wave instances. How would I do that? I tried using an overlap command to specify that it pins to the one it's touching but that didn't seem to work.

    Both the floodid on the breakable block and the waves match, so I'm still not exactly sure what's happening there. Here's a capx if you want to take a look.

    https://drive.google.com/file/d/1ywtQA3Jdibm0CW9injS4UEGlCU9DbS9q/view?usp=sharing

    If you move to the right of where the player is and go to the next room, the far yellow block is what should trigger the flooding event.

  • Hello,

    I'm trying to make it so that if breakable blocks holding water are broken, the water will empty from one room and into the next. I planned to do it in a similar way to how I made levers that triggered sliding doors in my last level. Here's a picture of that event.

    Here's the one for the flood event.

    Even though that event worked for the sliding doors, I haven't been able to get it to work for the floods. If I break the block it doesn't do anything. Also, I've been messing around with it and some weird stuff happens. If I set the value to does not equal, all the wave objects in the level travel to their destinationy value with all of the objects pinned to them, which makes sense. But I tried setting it to pick waves equal to 1, which is the value of the floodid of one of the wave objects that I want to make move, and it will move the wave object, but not the water object and water collision pinned to it.

    Hopefully that makes sense. If anyone knows what going on I'd appreciate the help.

    Thanks,

    Snalec

  • Awesome! Thank you so much

  • Are there any disadvantages to using plug-ins? I haven't really used them yet. Does it make exporting and sharing the game more complicated?

  • Hello,

    I'm working on putting a title screen into my game. However, I would like the title screen to be different after the first level is completed. I know I could do this with a variable that is triggered when the first level is complete. However, I want that variable to carry over when the game is reloaded. I've been messing around with saving and loading states thinking maybe that was the key, but I haven't had much luck with that, as I guess it would require making a save state directly on the title screen. Is there some sort of way to save the state of a single variable? Or maybe am I missing something with the whole save and load state thing?

    Thanks

  • Hello. Sorry I didn't see this right off. I figured it out and forgot to check back. Thank you for your response!

  • Hello. Sorry I didn't see this right off. I figured it out and forgot to check back. Thank you for your response!

  • Hello,

    I'm working on implementing pressure plates that can open doors when the player, a pushable box, or enemies stand on it. Then if they go off of the pressure plate the door slams shut. The events below are how I am doing that.

    For the box (events 30 and 31) it works as intended. However when I try to use the same events with the enemies I run into problems. The pressure plate goes down and the door opens but when the enemy walks off the pressure plate does not pop back up and the door remains open. I tried adding "For Each" events to specify the enemy, but the results are the same. I guess I must be missing something.

    Thanks,

    Snalec.

  • I know that in base Construct 3 you can't necessarily make 3D games. You could make a game that's pseudo 3D like some games did on the Super Nintendo.

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  • I went through my events and found all the ones that were waiting for a signal every tick or ones that had conditions that were pretty much always true. Just to test it out I disabled them all and the CPU usage remained constant at about 8-12%. Now I just need to make those events more specific with clearer conditions and that I think it should all be good to go!

  • One quick thing. Is there a way to track when events are triggered and how much they are triggered? I know there's a way to log things in the console, but is there a way to do that for every event all at once? It would make it easier to see what events are being constantly triggered and driving up the CPU usage.

  • Yep. It was definitely that. For some reason I guess I thought that even though the event had no condition that it would wait for the signal without activating. That definitely helped but now I've realized that, even without entering the boss fight, my CPU usage crawls up gradually. I'll just have to go through and edit some events so that they aren't firing off all the time and make sure I'm more careful about that in the future. Thanks again for your help!

  • Gotcha. I'm away from my computer right now but I will definitely take a look at that. Thanks so much for the help!

  • So I need to reset the attack in addition to the trigger once condition. How do I reset it? Is that through some sort of action or condition?

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