Teejam's Forum Posts

  • Looks amazing - nice work! If you're up for letting us know - did you use any plugins or anything for the UI or level editor, or did you just custom code it in JS? I can't imagine you'd use event sheets for it.

  • If I understand your question correctly (that you want the particles to follow the player) you could use the pin behavior, or just set the particle object to move to player.x every tick.

  • I'm very much still a newbie, but I'll share a few thoughts that other people can either flesh out/smash down/ignore. First off, having events/behaviors specific to each enemy should be fine, so long as the events are written in such a way that they're not eating up resources (like, for example, if you have resource-intensive actions running every tick when they don't need to be). See: construct.net/en/forum/construct-2/general-discussion-17/large-event-sheets-perfomrance-97127

    Also, having different graphics and multiple levels should also not matter, except for what's on the specific layout that's loaded. If you try to pile them all on one layout, then that's another story. See: construct.net/en/forum/construct-3/how-do-i-8/better-multiple-layouts-146583

    For the exporting debug apps being faster than the remote preview - that's what I've seen on my end, but that's just my end.

  • I have finished the tutorial on the first shooter game and at the end it says it is finished after the player dies.

    When I test it the player dies and the monsters just keep going on like he is still there.

    The tutorial says it is finished and then give instructions to download it to my computer.

    How do I end the game and put the screen up to show Game Ended and Press Start to try again?

    Thanks, Ken

    Hey Ken - are you talking about the "Ghost Shooter" tutorial? You'd just look at the "Monster > On Collision with Player" condition, and add actions there (like switch layout, destroy monsters, etc.)

  • I've been using Google Cloud without any issues. I'm guessing you tried clearing your browser's cache and logging out and then back into the editor?

  • Fun game, nice work Tom. Does your son play it? Is it helping? It's a neat way to show him that math (or just solving problems in general) can be fun.

  • Looks like Ashley addressed it and marked it as fixed, with a patch coming hopefully this week.

    More info: github.com/Scirra/Construct-3-bugs/issues/3810

  • Thanks SK. Allan - thanks, that explains what I was doing wrong, and now I've fixed it. Much appreciated :)

  • I'm having trouble figuring out the "not moving" part of the moveTo function. Here's the code:

    I just want the cow sprite to move to a point, then change its animation, but the "not moving" condition is never met. The cow does stop moving along the X axis, but the animation doesn't change. I've also tried checking every tick if the cow is moving (also tried checking if the speed is zero), but that doesn't work, either.

    Any help would be appreciated, thanks.

  • Well now you have two 'On start of layout' triggers, one which sets the variable, and another that gets it. It works if it does set then get, but it doesn't work if you get then set. So you've created a dependency on the order on which Construct runs 'On start of layout' triggers. It's best to avoid depending on internal details like that. If you initialise everything in one 'On start of layout' trigger, then you have clear control on the order things happen.

    OK, thanks for the advice. I'll need to store the level variables in a different way, then, since we can't know for sure what order Construct will start each sheet it sounds like. I'm just trying to get all the sprite behavior and positioning set before the layout becomes visible, and need those variables updated level by level beforehand. I'll do it a different way. Thanks :)

  • You just need to add the "Platform" behavior to that sprite, and probably remove it from the one on the bottom left.

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  • ^ I forgot to mention that in my example you'd also put the global into a third sheet, like this:

    dropbox.com/s/kpvcz4aovprg4gn/New%20project.c3p

  • I must be misunderstanding how Construct deals with the start of layout condition, then.

    To recreate what's happening in my game with what you put together Ashley, if you take the "Set text" action you have in sheet 1 and paste it to sheet 2, then change the condition from every tick to start of layout, you'll see the variable reverts back to the default, even though we set it earlier.

    That's analogous to what I'm trying to do - update game level variables from the default sheet for the layout, then include the other sheets that use those new values. It doesn't seem like I can set them without adding some kind of delay or something in between sheets.

  • Hi -

    This is a newbie question: I can't figure out how to update global variables on an event sheet before I include another one.

    Say I have a layout that should update some globals I set earlier (level number increase, number of enemies increase, etc.) before going on to the displaying and the mechanics of the game. Like this:

    In that layout's event sheet I set System > On start of layout > Set variable to x, above the rest of the included event sheets (for displaying and the mechanics of the game), but the events in those included event sheets still use the default global variable values.

    Are includes not synchronous? I'm sure there's a simple answer for this but I can't seem to find it. Thanks :)

  • I'm having the same exact issue, as well. The game runs smoothly in the Chrome app, and terribly using Phonegap Build with no special plugins. I tried Crosswalk, even though it's not maintained, and it worked a bit better but still poorly. I also tried disabling hardware acceleration to see if that made a difference, thinking that if it didn't maybe it wasn't enabled to begin with, and the game performed even worse.

    Has anyone tracked down the issue by any chance? I created a super simple app through PGB of a sprite moving across the screen, and the movement was still jerky. Again, in the mobile browser, smooth as silk.