Ale_arg's Recent Forum Activity

  • Sorry if this isn't the place to post this, but since the thread is already started...

    I noticed something else in the TL editor. I made a video:

    https://streamable.com/ii8mpz

    Note the forearm sprite. I point the origin with the cursor. Each time I break the positions, the origin remains at place, but it seems the sprite shifts.

    The position reset if I exit and re-enter edit mode.

    Hope this helps.

    Ale

  • Hi DiegoM, I'm working with timelines and maybe this is also useful to you. I made a video on how the animation parts behave on the timeline editor, it's similar to what happens on runtime:

    https://streamable.com/44qjwd

    Hope this helps!

  • No problem! Glad to help on making this great engine better...

    And thanks for the quick response!

    I found a temp workaround, having all animations on the same timeline and triggering animations using tags: Example file

    I made nicer animations, and even looped the "idle" one.

    It can be a bit tedious for several animations but it might be useful for anyone with the same problem.

  • Hi, I'm having a hard time using timelines on my project and would like some help!

    I'm making a game with a complex character, that is cutted in small pieces and animated using timelines.

    I made a timeline for each animation: idle, walking, running, attacking, etc. but when playing one animation next to the other, I see the positions and angles adds themselves and does not respect what I design in the timeline editor.

    I tried:

    - playing one timeline after the other (the positions go crazy)

    - stopping all the animations before starting the next (crazier)

    - saving each part's angle/position and resetting each part to its original

    I searched the forum, videos, pages, didn't find an explanation on how to solve this!

    Here is a demo to the isolated issue, in my game file is a bit more complex but if someone can give me a hint on how this can be done, I would really appreciate it!

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  • Happens to me too. My project uses "Progress bar & logo" as loader style, when testing the project it seems that wasn't able to run. Changing to any other loader style worked fine.

    I tested it in a blank project... "Progress bar & logo" won't run.

  • dop2000, you are indeed a genius. Again you pointed me to the right direction.

    What actually happened is I had a typo on an instanceVariable. Instead of typing "stick1" y wrote "stick12" and that object doesn't exist on the game.

    Thanks a million, I owe you a beer!

  • I mean, in order to sum up, it's working but when the game gets fast-paced it creates that bug. How do I make sure the "pick last created" is picking the right item, avoiding another one getting in the way?

  • Hi! I have a problem when picking an object after using "create object by name"... I'll describe the project a bit:

    I made a merge game where a "generator" creates icons and send them to a grid every time I click it. So far so good, I create the icons by name and use "Pick last icons_family(family) created".

    Now I made an enemy that can create Icons on a battlefield when it dies, but doesn't immediately send the icon to the grid. Those are the same icons on the same family, but it applies some changes (size, variables, etc) and wait for a click before sending them to the grid.

    This is how the function that creates the battlefield icons looks:

    At first it was working fine, but the game is fast-paced so I click the "generator" like crazy to get more grid icons. At some point, when a battlefield icon is created and I'm clicking the "generator", the grid icon gets in the middle of the code. I mean, the function creates a battlefield icon, but picks the last grid icon instead of the battlefield one, thus changing its size, position, etc.

    So my question is, there's a faster or more direct way of picking the newly created object (by name) than using "pick last created" ?

    I know if I create an object the regular way, I can immediately assign values and properties because it stays picked on creation. But when creating by name is not the case?

    Thanks in advance!

  • I feel so dumb... I just realized the particle object was on a family that gets z-ordered.

    That's what I get for cloning Objects!

    Thanks a lot for your help dop200! I started checking the layers and z-indexes on the debugger thanks to your reply!

  • Hi everybody, I have a problem I've seen in an older post, and it won't let me continue with the discussion so I have to start a new one.

    I have a particle emitter that sprays coins behind a coin Icon. This Icon is over my UI header. I create the particles emitter but the coins appear behind the whole header, not just the coin Icon.

    On the layout, the Coin is on the Z Index 59, a sample emitter on the 58 and the header background on the 52.

    I also tried moving the emitter and the particles to the correct layer programatically... didn't worked. Tried moving them to the top on every tick, but the particles still appear behind the header... I even tried creating a new layer on the very top of the layout, but still the same.

    In the old post they mentioned removing a 3D camera, but I'm not using one. I even tried adding and removing it! XD.

    Anyone faced this problem lately?

    Thanks in advance!

  • I kind of fixed the problem, but don't for certain if that's the problem...

    I had an event that checked a boolean called "gameStarted", and had an "trigger once while true". That event takes the config data from the dictionary and sets the items required to upgrade each area (forest, village, mine).

    It triggers at the beginning of the game. But it seems that when saving and loading, it doesn't "remember" that the event was already triggered so, it sets again the info from the dictionary in the middle of the game (after loading from the game slot), thus overwriting the values loaded.

    I changed it, instead of being an event that checks a boolean and trigger once, I made it a function, and run it on the main Init loop.

    Hope this helps someone with a similar problem using load/save and trigger once.

  • It should save the state with all variables. All I can think of is that it isn't saving at the point where you think it is or on load you have events that change the variables instantly so you could never tell.

    When loading the Saved Slot, the "On Layout of Layout" executes again? I don't think so since it would restart the global variables, etc.

    As you can see in this video, at the top the areas I show requires 5 woods the first one, and 5 men the other. After merging both icons and assigning to each area, now they need 4.

    The red dot indicates the game has been saved. At that point I already have 2 new heads on the grid.

    When leaving the game and continuing, I see the 2 heads, the music continues from where it saved, etc. But the required wood and man are still 5.

    Those values are just instance variables that hold a number, nothing special :S

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Ale_arg

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