Kyatric's Recent Forum Activity

  • There is no "Construct 3 API" available at this time.

    What would you expect it to be ?

    As you mentioned, there is the SDK that allows you to created extensions for Construct 3 (plugins and/or behaviors) in order to extend its features.

  • The access to Scirra's signalling server is provided for free.

    Nevertheless, you can purchase your own server - construct.net/en - and host it on your own server if your game gets to be popular or you want to keep complete access and control over the server's configuration.

  • You can define a parser with the function object, and read your programming language provided through a project file.

  • You should consult this tutorial : construct.net/en

    It is for Construct 2 but the same theory and events apply to Construct 3.

  • Use sub-events, a single condition "Tap gesture" and then in the sub-events you can check the value of speakerviz.

    In the second sub-event (when you check if the value is =1) use the system condition "Else".

    Currently, when your value is 0 the first event is executed, changing the value of speakerviz to 1.

    Then right away, it is checking if the value of speakerviz is = 1.

    It is.

    So it sets it back to 0.

    In the same tick, the sprite is set to be visible and invisible.

    The last one being invisible, you are under the impression it never changes, when it actually does. Once. Inside a tick of execution.

  • Or consider using the dedicated system action "Reset global variables".

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  • More than secret, it actually is hard to answer as there is no set "flowchart".

    Triggers will happen at different "execution" time, depending on the plugin, the behavior, the nature of what's triggered, functions are "false triggers", and even for the same trigger (for example a gamepad button press) this can happen at different time.

    I guess Ashley could give a bit more details to clarify.

  • I guess you will have to define more precisely what exactly "only have one thing shooting at one time?"

    The action of shooting, is when the projectile is spawned.

    It is likely that already currently your two different objects are not "shooting" at the very same time according to this definition.

    So are you rather looking to only have a projectile at the time on screen (which would mean that only a single entity was allowed to create a projectile, and as long as the projectile is on screen, no entity can shoot again) ?

    Clarify this point, consider possibly providing your existing project to allow more accurate investigation and you should get an accurate answer to your problem.

  • In fact, in the ghost shooter tutorial (p.5), the ghosts are pointed in direction of the player when they outside of the layout.

    Have this action repeated every tick.

    They will be updating their angle of movement every tick and so you will have a "tracking" impression.

  • When you encounter an issue like that, consider making a bug report : github.com/Scirra/Construct-bugs

  • System expression "uppercase()"

    For example, for a Text object named text :

    Text: Set Text to uppercase(Text.text)

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Kyatric

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