tommyoliversays's Forum Posts

  • Not sure about the first one. I know you can click on an object in the project panel and it'll highlight all instances in a layout, but usually it only selects one of those.

    As for the second, it sounds like you're describing families. Each family can have their own instance variables, and anything can be added to a family and they inherit all those variables. Adding a single object to multiple families gives that object all the variables from each.

    So your object George could be in both the Fast family and the Red family, and gain attributes from both.

    Dunno if that's exactly what you're looking for though.

    Containers might also be useful since they can be used with Dictonaries and Arrays, but I've personally never used one in my projects yet.

  • No worries, hope it works for ya!

  • I save all my important files in Dropbox, since it keeps a running version history, allowing you to go back to a previous save at any time. Bailed me out more times than I can count.

    If you're unable to recover anything, I still have the download you sent me from the wall collision post you made a few days ago if we're talking about the same project.

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  • So I've been banging my head against this for nearly an hour, and I don't think this can be done with Booleans, simply because Construct can't (that I can find at least), call boolean names from anything except a drop down menu. If someone knows a way around this I'd love to know.

    The best I could come up with is using a Dictonary instead of booleans, toggling their value from 0 to 1 when they key name matches craftedItem.

  • All right cool cool. I was just wondering if your code worked differently, wasn't trying to throw shade or anything

    As for zooming, in my game I'm using System > Layout Scale, and lerping to the desired level.

    For example, here's the events I use to slow down time, zoom in and tilt the view a bit when the last enemy of an encounter is defeated:

  • Any reason you aren't using the Pin behavior on the camera and pinning it to the Player at start of layout?

    And by making the camera closer, do you mean zooming in?

  • I am. They aren't passing through the wall. They're going around like they should.

  • enemy 2 is working fine for me. Still passing through the windows like Enemy 1 but if thats what you want...

  • sorry for the late reply, here is the game I am having trouble with drive.google.com/file/d/1QTNv0ujxMk20n1k0bM8WzroojG8nkVfK/view

    Testing the game, it seems like the enemies passed through the "window" objects. I'm assuming that's the problem.

    The window objects had the solid behavior, but it wasn't checked off as "enabled", so enemies were ignoring it. Flipping the checkbox to enabled made them work as expected.

    EDIT: Looking more through your logic and it seems like you want the glass to be see through for line of sight, so you're having the Solid behavior set to disabled by default until the enemies overlap, so they can't pass through it?

    Now I haven't used the Pathfinding behavior in my project, but just based on messing around a bit, it looks like since the Solid behavior is disabled until there's overlap with the enemy, Construct's pathfinding is treating the windows as not solid, and thus it's drawing a path right through them. Since the path is complete and the enemy starts to move before the sprites overlaps, it continues to follow that completed path even through the activated solid.

    The way I was able to stop this was to add an 8-Way behavior to your enemies, with initial controls disabled. This allows the enemies to still shoot through the glass, but as soon as they overlap, the 8-Way behavior for interacting with Solids seems to override the path that the Pathfinding behavior is following, and stops the movement as expected.

  • Super cheesy message but I just wanted to say thanks for adding this feature. I got into game dev six months ago through Construct 3 and while I wanted to learn programming to expand my knowledge, I didn't want to abandon this engine because I love the ease of use and insane work ethic of the team behind it. I was in this rock and hard place position of wanting to learn "real" programming, but not wanting to abandon the six months of work I'd put into my game so far. So I found myself not really putting a ton of effort into getting more into programming.

    JavaScript in C3 solves everything. Now I can learn scripting in a real programming language, and am motivated to learn cuz I can apply what I learn to the project I'm already working out without having to learn a new engine and start over.

    So yeah, thanks for targeting guys specifically like me who started as art people and wanted to cross over to the other side to programming, and building a fantastic bridge to help get us there.

  • Hard to say just on that description. Have you tried checking the collision shape on the character?

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  • I could try taking a look at the project file

  • Hard to say without seeing your project. Does each new sprite have something like a Platform or Physics behavior that will let it interact with solids?

  • The way someone suggested here to me to get around this is to add a Family with everything you want to pause, then set that Family's local time scale to zero on pause.

    This way the whole game itself doesn't freeze, so things like input and timers outside the Family can still run and control the conditions of the pause.