technofou's Forum Posts

  • I might be lost with the terminology, but what do you mean by "top level event"?

  • Is it only for Create object with name? I do have many projects where I create many objects and then refer to the family to apply actions/changes to all of them, all on the same tick.

    And if I need to wait for the end of a tick, is there a Wait for a tick, instead of Wait for 0.01s as I do now (one frame for 60fps being 0.0166666667s). Is the cleaner solution to use dt?

  • Just tested it. System > Pick last created > Family works fantastic for the last created by name object inside of that family!

    However, System > Pick all > Family, doesn't work to apply something to all objects of the family; we still need to add a Wait for all of them to be selected. Any ideas about this?

    Thanks dop2000!

  • You can add a sub-event immediately after "Create by name" and use "System pick last created family" condition. There you will be able to change the properties of the created instance.

    Ahhh that indeed worked! Many thanks :) I knew I missed something and that adding 0.01s delays here and there wasn't a practical solution. So I suppose that doing a Pick All with the family would "refresh" the list instantly to target all of them too? We'll test that in our code tonight.

  • That's another way indeed thanks for that! The issue is that it is still not in the "list" of actions where you can have local variables you need to use; this becomes external.

    If I create 1 of the 6 and want whichever of the 6 created to have an opacity of 0 without any timers, delays or other external events, I need to add an opacity 0 action for all of them in a stack. I can't use the family, and i don't why since that's the whole point of families.

  • Hello everyone!

    I have a family with 6 3D objects, each with a different name for their corresponding style: light_3d_listing, dark_3d_listing, neon_3d_listing, etc.

    I create those objects with the "Create object (by name)" action with a "style" variable: so style&"_3d_listing".

    The logic is that if I want to change the opacity, z-elevation, and size of these objects in the end, I could use the family they're all a part of! Unfortunately, it doesn't work.

    It seems that I have to add either a "Wait 0.01s" for it to "refresh the list?" or, if I want to keep it on the same tick, I need to add each transformation, for each of the 6 styles, all as a giant block of 24 actions (6x4).

    Why can't I use their family to action on whatever got created just before?

    Am I missing something?

  • Sucks to revive these posts, but that is a pretty big issue unless there's something I can't see. Also an issue if the game is in the browser, they quit to give their room code through a chat in another application and when they come back to the browser they've been disconnected yet still connected to the room with no way of joining another one or properly leaving the one it thinks they're still in.

    There needs to be a way to "force" a status refresh.

  • Did you or anyone find a solution to this? Having the same issue.

  • Hello everyone!

    I just finished part 3 of the multiplayer tutorial and it seems that the page for part 4 (Real-time game) is broken: https://www.construct.net/en/tutorials/multiplayer-tutorial-real-598

    There's a comment error on the first page and clicking on any page gives an error.

  • I guess I'll be the one to answer this one, but Construct 3 is very different and continuously being developed and upgraded with new features. I doubt that deal is still available but you should definitely go get it; it's worth every penny!

    We've had 100k downloads with Super Fudge (C2) on iOS/Android and 25k with Super Fudge 2:RETRO (C3). Look at Flappy Bird. That game could've been made in Construct and the success level would be the same. If the engine fits the style of game you want to do; it's all that matters. Now is that game going to work? It's a whole different story.

    Could I make a better game with Unity with better visuals and features? Probably. Does Construct let me do all that I want super easily? Fuck yes. For Super Fudge Arcade, we tried Unity and the editor is horrible. 150$ of plugins for things that Ashley and his team made so effortlessly in Construct.

    Our next game is a console game and that's where it's a bit more tricky. Unity will clearly make the port and possibilities easier, Construct I got a lot of core mechanics for the twin-stick shooter already great and there's options like Chowdren.

    To directly answer the "Virality" factor of a Construct game, I'll let this screenshot of our Construct game being number one above YouTube, Instagram and Snapchat in 2017 speak for itself.

  • > > That sounds like a bug that was already fixed.

    >

    > Hey Ashley, any idea when we can expect the slow saving bug fix?

    As the linked bug indicates, that was already fixed in r222.

    Interesting, because I'm on r223 Beta, I switched from the stable channel, and I'm getting those super slow saving time for my folder based project; an issue I didn't experience before...

  • That sounds like a bug that was already fixed.

    Hey Ashley, any idea when we can expect the slow saving bug fix?

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  • Hey! Did you manage to find a solution to this issue?

  • Hey! Did you ever find a solution to fix the issue?

    > What's in the log?

    in the end of page i have this informations

    * What went wrong:

    Execution failed for task ':app:transformDexArchiveWithExternalLibsDexMergerForDebug'.

    > com.android.builder.dexing.DexArchiveMergerException: Error while merging dex archives:

    Learn how to resolve the issue at developer.android.com/studio/build/dependencies

    Program type already present: android.support.v4.app.INotificationSideChannel

    * Try:

    Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.