dop2000's Recent Forum Activity

  • Speaking of controls, in our game I collect inputs from different devices (keyboard, mouse, gamepad, touch), and have a bunch of functions which mimic Keyboard/Gamepad conditions and return 0/1 value:

    One benefit of this approach is that these functions can be used in complex expressions, for example:

    Functions.OnKeyPressed("Confirm") | (Functions.OnKeyPressed("Use") & Player.isFlying=0)

  • Yeah, I miss the flexibility of old functions. I used similar callback-style functions in C2 projects.

    I think the nearest solution with C3 function is to use some universal naming system for them and call them by name. For example, you can have functions inputPressed_layoutname:

    inputPressed_Level1

    inputPressed_Level2

    inputPressed_Menu

    Then you can call the function for current layout using a bit of scripting:

    try { runtime.callFunction("inputPressed_"+runtime.layout.name, localVars.keyCode) }
    catch(e) {}
    
  • The easiest solution is to use TiledBackground for axis objects, set their width to 1000000 pixels and hope players won't reach the end :)

    Here is an example of infinitely scrolling bg:

    dropbox.com/scl/fi/pzwcxbqkpcbf2tova7pjt/InfiniteParallaxBG.capx

    Also, you need to use delta-time when you are moving objects, or they will move at different speeds on different framerates. Replace "Move 3 pixels" with "Move 180*dt pixels"

  • Ruskul Could you report it?

    Looks like "Pick children" condition is the culprit. Disabling "for each child" doesn't make much difference.

    Damn, this is awful.. I just checked - we have over 500 "Pick children" events in our project. This can explain some weird performance problems in the game.

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  • I love hierarchies too, this should definitely be reported. I hope Ashley will fix it in LTS version.

  • Check out these examples:

    howtoconstructdemos.com/category/slide-bar

    Note, that for volume you'll need to use log10() expression:

    dropbox.com/scl/fi/5e5kyap5eqq6g7u1kfksb/VolumeSlider.c3p

  • Also how do I do I define "valid locations" since the map will evolve the valiud locations will also change.

    You will have to refresh the array with valid locations. Use a function to clear and re-populate the array. Call this function every time the map evolves.

  • Yes, right-click on the layout in the project view (the panel on the right) -> Copy. Right-click in another project -> Paste.

    Be careful though, if there are different objects with the same name in both projects, the whole thing may not copy correctly.

  • Hierarchy is really useful for tentacles because it syncs both position and angle down the chain. If you rotate the top part of the tentacle 5 degrees, the middle part 3 degrees and the bottom part 1 degree, the bottom part will actually rotate 5+3+1=9 degrees. And all three parts will stay connected.

    You can use Sine or Tween to randomize their movement.

  • Try stopping all tweens on collision.

    You can also connect PlayerBox and Player with a hierarchy in layout editor, then you won't need to update player position on every tick. And do the same for other moving objects.

  • I do this all the time! Here is an example - saving/loading from Local Storage

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dop2000

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