piranha305's Recent Forum Activity

  • Okay I see, so right now what is exposed when you get that object as a Param? Does that get you the specific instance of the object or just the class?

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  • like for example: lets say i have a plugin and one of the action has a param of type object, is there a way to only select object of a specific type like "ARRAY" or "SPRITE"

    and then in the implementation is there a way to access the properties of that given object,

    Like i'm thinking of like creating "ADDON Extensions", like for example lets say i wanted to extend the array plugin to have a randomize function like a specific implementation of a shuffle,

    Instead of recreating an array plugin with those actions, i want to have an ArrayExtention plugin which has property of type object that point to an existing Array Object. and have my actions manipulate it's data?

    Ashley Is there currently a way to do this?

  • Here is a finite state machine behavior for the C3 runtime

    https://www.construct.net/make-games/addons/172/fsm-finite-state-machine

  • How can you call comparison function like cr.do_cmp or cr. equal_nocase in c3 Conditions?

  • what is the cr object in c2 runtime? and is it used in c3? it's not mentioned in the sdk? is that because the sdk is not complete? or is it not used in the c3 runtime?

  • Check out the project i worked on for the GMTKJam, it's an RTS where you can't select you units, this was made in 48 hours. Please rate the game.

    piranha305.itch.io/kingdom-battle

    itch.io/jam/gmtk-2018/rate/300267

  • thanks!

  • So construct arrays are java script objects with some metadata about the array, i was wondering if any one has come up with an alogirthm to convert that json to a pure Java script array and back? I'm asking so I don't have to reinvent the wheel if its been done before.

  • true and false is suitable, but if I wanted the result of that bool to be dynamic based some other conditions I can't do it in line the action for set bool takes a hard-coded value for true and false... In order to do what I want I can use a function with sub events and based on those sub events set the bool... It just seems like alot extra work for something as trivial as setting a value.

  • Is it possible to set a bool from an expression or from another variable, when I go set a bool I get a drop down with true and false. How can I make that bool dependent on something else or pass in a string "true" or "false" and just cast it, do i have to use an int? 0 1 to dynamically at that value?

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  • what is the purpose of having this trigger once after the input checking?

    [Player Walk]

    // Allow the player to move in 8 directions but only change directions if a single direction is being pressed.

    Keyboard and Gamepad controls are exclusively separated here to simplify things.

    // Keyboard

    ----+ Keyboard: ↑ is down

    --------+ Keyboard: [X] ↓ is down

    ---------> Player_Base: Simulate 8Direction pressing Up

    ---------> Player_Mask: Set Walking to True

    --------+ Keyboard: [X] ← is down

    --------+ Keyboard: [X] → is down

    ---------> Player_Mask: Set Direction to "Up"

    ----+ Keyboard: ↓ is down

    --------+ Keyboard: [X] ↑ is down

    ---------> Player_Base: Simulate 8Direction pressing Down

    ---------> Player_Mask: Set Walking to True

    --------+ Keyboard: [X] ← is down

    --------+ Keyboard: [X] → is down

    ---------> Player_Mask: Set Direction to "Down"

    ----+ Keyboard: → is down

    --------+ Keyboard: [X] ← is down

    ---------> Player_Base: Simulate 8Direction pressing Right

    ---------> Player_Mask: Set Walking to True

    --------+ Keyboard: [X] ↓ is down

    --------+ Keyboard: [X] ↑ is down

    ---------> Player_Mask: Set Direction to "Right"

    ----+ Keyboard: ← is down

    --------+ Keyboard: [X] → is down

    ---------> Player_Base: Simulate 8Direction pressing Left

    ---------> Player_Mask: Set Walking to True

    --------+ Keyboard: [X] ↓ is down

    --------+ Keyboard: [X] ↑ is down

    ---------> Player_Mask: Set Direction to "Left"

    // Gamepad

    ----+ Gamepad: Gamepad 0 D-pad up is down

    --------+ Gamepad: [X] Gamepad 0 D-pad down is down

    ---------> Player_Base: Simulate 8Direction pressing Up

    ---------> Player_Mask: Set Walking to True

    --------+ Gamepad: [X] Gamepad 0 D-pad right is down

    --------+ Gamepad: [X] Gamepad 0 D-pad left is down

    ---------> Player_Mask: Set Direction to "Up"

    ----+ Gamepad: Gamepad 0 D-pad down is down

    --------+ Gamepad: [X] Gamepad 0 D-pad up is down

    ---------> Player_Base: Simulate 8Direction pressing Down

    ---------> Player_Mask: Set Walking to True

    --------+ Gamepad: [X] Gamepad 0 D-pad left is down

    --------+ Gamepad: [X] Gamepad 0 D-pad right is down

    ---------> Player_Mask: Set Direction to "Down"

    ----+ Gamepad: Gamepad 0 D-pad right is down

    --------+ Gamepad: [X] Gamepad 0 D-pad left is down

    ---------> Player_Base: Simulate 8Direction pressing Right

    ---------> Player_Mask: Set Walking to True

    --------+ Gamepad: [X] Gamepad 0 D-pad down is down

    --------+ Gamepad: [X] Gamepad 0 D-pad up is down

    ---------> Player_Mask: Set Direction to "Right"

    ----+ Gamepad: Gamepad 0 D-pad left is down

    --------+ Gamepad: [X] Gamepad 0 D-pad right is down

    ---------> Player_Base: Simulate 8Direction pressing Left

    ---------> Player_Mask: Set Walking to True

    --------+ Gamepad: [X] Gamepad 0 D-pad down is down

    --------+ Gamepad: [X] Gamepad 0 D-pad up is down

    ---------> Player_Mask: Set Direction to "Left"

    ----+ Keyboard: [X] ↑ is down

    ----+ Keyboard: [X] ↓ is down

    ----+ Keyboard: [X] → is down

    ----+ Keyboard: [X] ← is down

    ----+ Gamepad: [X] Gamepad 0 D-pad down is down

    ----+ Gamepad: [X] Gamepad 0 D-pad up is down

    ----+ Gamepad: [X] Gamepad 0 D-pad right is down

    ----+ Gamepad: [X] Gamepad 0 D-pad left is down

    -----> Player_Mask: Set Walking to False

    ----+ System: Trigger once

    -> (no actions)

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piranha305

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