DiegoM's Recent Forum Activity

  • brushfe

    I understand what you are getting at, it's a detail which is not really important for the end user.

    In hindsight, the distinction should have been left as an internal detail, and just call all the layers involved global as far as the UI is concerned.

    But since the information was already exposed to begin with (this is a pretty old feature at this point), in the Properties Bar, I decided it was better to be consistent.

  • A layer that is not global, but it is taking it's content from a global layer, by having the same name, is marked as Overriden, because it's own content is being replaced by that of the global layer.

    Before, this detail could only be seen in the Properties Bar next to the Global property of a layer.

    Now the information is more visible, because it is also shown in the Layers Bar. It's only a cosmetic change, to make the information a little bit more clear.

    Do mind that in the current beta there is bug where if you try to rename a layer which is global (or overriden), the part which is in parenthesis can become part of the real name of the layer. That has already been fixed.

  • When you preview ads locally, what you are seeing are test web adverts.

    Asides from being test ads, they also simulate frequency capping, so you are able to adjust your logic in the case an ad can not be shown. It alternates between a successful request and a failed request.

    If you handle both cases properly then your game will behave properly when it is showing real ads.

  • I see, maybe try picking a any random image point if the enemy is far enough, doesn't matter what the end position will be. When they get at a certain minimum distance make them move in directly into the player position.

    In the case the player walks away from the minimum distance, then pick another image point randomly so the enemy will take a slightly different direction.

    You could also try changing the image point they are following midway, so they won't go in a straight line.

  • Have you tried to make them follow a point different to the player position?

    You could set up a hierarchy of invisible placeholder instances around your player character.

    Then at runtime, instead of telling each enemy to go directly to the player position, you can pick one of the placeholder instances at random and tell the enemy to go to that position instead.

    Doing that they will all go into the players general direction, but they won't cluster in a single point.

  • Try looking at what the GamepadID expression returns when connecting different types of controllers. Mind that these strings will not be just be "Xbox" or "PS4". Likely they will be more cryptic, but if you connect different types of controllers you should be able to find a pattern.

    Ideally try connecting as many different types as possible, Xbox 360, Xbox One, Series S, Series X, PS2, PS3, PS5 anything you can get your hands on. Likely wired and wireless will yield different results. If you do that you will be able to better handle what ever is connected.

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  • dop2000 That's definitely possible. Can't really promise when that will happen though. I have been meaning to improve the importing options for sprite sheets, but I haven't been able to get to that either!

  • pandabear7413

    The reason a folder is created for each animation is because the importer just tries to replicate what was dropped. So if you drop a folder with a bunch of images inside, that is exactly what the importer will create, a subfolder with an animation inside.

    In your case, I think you will find using zip files useful.

    The importer treats zip files just like a folder, with the key difference that it doesn't create a sub folder for it's contents.

    Ej. 1: Create a folder, put two zip files inside of it with different images, now drop the folder into the animations pane. Doing this creates a sub folder with two animations inside of it.

    Ej. 2: Drop two zip files with image content onto the animations pane. Doing this will create two different animations at the root level.

    Just like a folder, a configuration file can be placed at the root of a zip file and it will affect the files down the file structure.

  • Do mind that if what you are looking is something similar to the MoveTo behaviour, but for curves, timelines won't be that useful because the motion is based on time rather than speed.

  • Just to make this clear, this is a request for some kind of UI where it is possible to view all the templates and their replicas at a glance, right?

  • You are missing the Timeline Controller plugin. Add it to your project like you would a Sprite, it is in the General category of the Create object type dialog.

    The you can use it to control timelines through an event sheet.

    To just start playing the timeline as soon as the layout loads, set up an On start of layout system condition and then use the Play action from the Timeline controller.

  • If you want to toggle effects, I am afraid there is no "simple" way of doing it. It is not terribly difficult, but you will need to do a few extra things asides from toggling a variable.

    Here is how I would attempt to do that.

    dropbox.com/s/ujxik0hl3trlfu9/ToggleEffects.c3p

    The project has two functions, ToogleEffects and ToggleEffects2.

    ToogleEffects is the generalized case, you can send in a "main" effect and a list of the other effects in the instance you are targeting and the function takes care of enabling and disabling effects according to an instance variable.

    ToogleEffects2 is conceptually the same as ToogleEffects but it has all the names for the effects it can handle hardcoded in it, it's easier to understand what it is doing, but less useful.

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DiegoM

Member since 24 Apr, 2015

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