Anthracite's Recent Forum Activity

  • Hi there, so I think we've discovered a little bug in Construct 3's Ajax object when loading JSON files to run dialogue.

    Because the AJAX is asynchronous and the Players actions arent, there are times when a player interacting with an item / character to trigger loading a JSON file fails completely.

    Is there a method to load JSON files into memory from the start of a layout? So we can ensure that everything can be accessed quick-sharp :)

  • Hi there, this might be super simple and just a setting that I'm missing somewhere.

    When an object is pathfinding, and goes to change it's direction (or finds a new path) they always seem to make a circular movement to re-orientate themselves to their new target. Is there something to make this switch in target, instant?

    As in, so the object doesn't "turn around" as it begins its new path?

    Thank you

    Tagged:

  • Hi there everyone, I'm hoping someone far better than me can offer a hand here. This is the runtime I have for my enemies (who use the Tile Movement behaviour). Basically what I'm trying to achieve is the enemy using the tile movement behaviour to walk towards the player X number of times.

    Each enemy (family) has a variable called Number_Tiles which in this enemies instance is set to 2. So therefore every time the End of the Turn is called it should run the movement function twice for that enemy.

    However, this seems to only allow the enemy to move once (even when their movement count is 2, when they should move twice).

    Many many thanks!

  • Hi there Magistross

    Could you advise how I can add a 0.5 second delay at the end of every dialogue line? I want to give the player time to read the text if they are hammering the continue button.

    Many thanks!

  • This is a bit of an odd one, and something I haven't started to explore but wanted to get people's opinions on the best method.

    We basically have an object in the game, when the player gets close to the object it spits out a rope tether type thing and it stays attached until you move away from the object.

    How would you do this rope tether so that it looks like it's following you as a heavy rope or a tesla coil would?

    Many thanks!

  • Magistross, absolutely loving this plugin! Wonderful work!

    I'm trying, but failing, to update a global variable during dialog. However it doesn't seem to be updating at all. The Sequence that runs is

    {setvalue:Mansion_Phase,1,+}Consider it done!

    What I'm trying to do is add 1 to the Global Variable Mansion_Phase, or alternatively I can just set it to 3 (if that's easier)

    How can I achieve this?

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  • Hi there, I'm hoping a Javascript guru can offer a little advice here.

    We have a bug in our game that locks a player if they are performing an action whilst being transferred they get stuck in place.

    What I would love is to simulate the K key being released when we call this transfer to essentially stop the player performing this action whilst they are being transferred?

    Is this even in the realms of possibility?

  • Hi there, thanks in advance for taking a look at this problem, and I'm hoping you'll all prove I'm an idiot and spot something I can't see.

    So, we have a little monster in our game called a Sprinter. Sprinter's have four phases.

    Phases 0, 1 and 2 all seem to work fine. However Phase 3 runs into a problem when there are more than one of these objects doing their thing. Occasionally one will just stop and do nothing, and debugging show's its clearly in Phase 3 but it stays stuck on the animation triggered in Phase 1 (it's worth noting that the animations for this objects are handled elsewhere for when it's moving).

    Sometimes both of them will stop the moment they enter Phase 3 and do no nothing.

    It's always the moment they enter Phase 3 and only seems to go wrong when there are more than one of them in the same locations.

    Absolutely happy to offer payment for this bugfixing!

    Many thanks!

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  • Thankyou dop2000 that is a much more elegant solution to what I came up with. You, are a legend!

  • As is always the case, you try things out when you've posted on the forums ... it looks like it is now fixed with the following change

    + System: Pick Demons by evaluating Demons.Pathfinding.MovingAngle >= 315 & Demons.Pathfinding.MovingAngle <= 360

    + Demons: Is Pathfinding moving along path

    -> Demons: Set Direction to 1

    -> Demons: Set animation to "Walk_Right" (play from current frame)

    + System: Pick Demons by evaluating Demons.Pathfinding.MovingAngle >= 0 & Demons.Pathfinding.MovingAngle < 45

    + Demons: Is Pathfinding moving along path

    -> Demons: Set Direction to 1

    -> Demons: Set animation to "Walk_Right" (play from current frame)

    + System: Pick Demons by evaluating Demons.Pathfinding.MovingAngle >= 45 & Demons.Pathfinding.MovingAngle < 135

    + Demons: Is Pathfinding moving along path

    -> Demons: Set Direction to 2

    -> Demons: Set animation to "Walk_Down" (play from current frame)

    + System: Pick Demons by evaluating Demons.Pathfinding.MovingAngle >= 135 & Demons.Pathfinding.MovingAngle < 225

    + Demons: Is Pathfinding moving along path

    -> Demons: Set Direction to 3

    -> Demons: Set animation to "Walk_Left" (play from current frame)

    + System: Pick Demons by evaluating Demons.Pathfinding.MovingAngle >= 225 & Demons.Pathfinding.MovingAngle < 315

    + Demons: Is Pathfinding moving along path

    -> Demons: Set Direction to 4

    -> Demons: Set animation to "Walk_Up" (play from current frame)

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Anthracite

Member since 30 Dec, 2016

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