tommyoliversays's Recent Forum Activity

  • It makes sense for something like a mouse click, but what about when a tween finishes? I have a series of graphics tweening in sequence that make up a stage intro. Ideally I'd like all of that to be a function, but because of all the triggered tweens I can't do that. I've worked around it but putting them all into a group and toggling it on and off as needed, but you have no way of passing parameters that way, so for my system I'm trying to build for calling dialog boxes, which I wanted to pass parameters to determine which text to pull from an array or dictionary, I'm kinda out of luck unless I make every triggered event it's own function, then have a master function that starts the chain of calling each one in sequence to make the entire thing work.

    I am probably just too new at traditional programming to understand the stupidity of what I'm asking, but just as a lay person, it is kinda frustrating to try and find ways to work around things like this, even if it makes sense that it wouldn't work considering the linear nature C3 reads event sheets.

    Is it possible to create a function with parameters, then have that function run a JS script that can reference those parameters? That was a method I was interested in trying next, mixing events with traditional scripting.

    Either way, thanks for the response and the patience with my limited understanding of how C3 works under the hood ^_^;;

  • The gif was just an example. My main issue is that I have systems that I'll be reusing constantly like the dialog boxes and a stage introduction that contain multiple Trigger conditions. These are the kinds of things most primed to be used as functions, but it seems to not be possible in C3 due to Trigger events conflicting with Functions.

  • So I'm trying to set up a text box / dialog system for my game. My initial idea was to use a function to pass the dictionary to load and the text to pull from it.

    However, Construct's functions seem unable to do this, as they prevent you from using even a single Trigger event in a function.

    This seems to kneecap the entire point of functions, being able to reuse your code. If the vast majority of useful logic that's the building blocks of making complex systems that you'd actually want to reuse at multiple points can't even be handled with C3's Functions, what's even the point?

    Am I missing something obvious here? Cuz it seems like I have to be. There's no way they can actually be this limited, right?

  • Not sure about the first one. I know you can click on an object in the project panel and it'll highlight all instances in a layout, but usually it only selects one of those.

    As for the second, it sounds like you're describing families. Each family can have their own instance variables, and anything can be added to a family and they inherit all those variables. Adding a single object to multiple families gives that object all the variables from each.

    So your object George could be in both the Fast family and the Red family, and gain attributes from both.

    Dunno if that's exactly what you're looking for though.

    Containers might also be useful since they can be used with Dictonaries and Arrays, but I've personally never used one in my projects yet.

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  • No worries, hope it works for ya!

  • I save all my important files in Dropbox, since it keeps a running version history, allowing you to go back to a previous save at any time. Bailed me out more times than I can count.

    If you're unable to recover anything, I still have the download you sent me from the wall collision post you made a few days ago if we're talking about the same project.

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  • So I've been banging my head against this for nearly an hour, and I don't think this can be done with Booleans, simply because Construct can't (that I can find at least), call boolean names from anything except a drop down menu. If someone knows a way around this I'd love to know.

    The best I could come up with is using a Dictonary instead of booleans, toggling their value from 0 to 1 when they key name matches craftedItem.

  • All right cool cool. I was just wondering if your code worked differently, wasn't trying to throw shade or anything

    As for zooming, in my game I'm using System > Layout Scale, and lerping to the desired level.

    For example, here's the events I use to slow down time, zoom in and tilt the view a bit when the last enemy of an encounter is defeated:

  • Any reason you aren't using the Pin behavior on the camera and pinning it to the Player at start of layout?

    And by making the camera closer, do you mean zooming in?

  • I am. They aren't passing through the wall. They're going around like they should.

  • enemy 2 is working fine for me. Still passing through the windows like Enemy 1 but if thats what you want...

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tommyoliversays

Member since 12 Sep, 2018

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