brushfe's Recent Forum Activity

  • Thanks lionz! This has helped a ton, and I've just adapted it to use timers (so I can pause the game mid-shake).

    And DiegoM, it was really helpful thinking about it as a behaviour, and making sure it could fit any object in the family.

    Cheers to you both!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Your confidence in my abilities is much appreciated! :) It sounds like you're right, but coding a plug-in is too far above my programming pay grade.

    I imagine it's possible with tweens or timers, but as you say it seems like a much more elegant (and I'd hoped, event-based) solution exists.

    Though maybe someone with more power than I could accomplish your idea!

  • The goal is to temporarily shake a sprite, by just a few pixels, for a short amount of time.

    One example is how old beat-em-ups would shake a sprite on impact (seen here in Final Fight)

    There are some old forum links about it, but I couldn't find a concrete answer that didn't include a plugin.

    Thanks for any advice!

    Tagged:

  • I had the same trouble finding this!

    It's a strange place to put to options. I can't think of any other application (or part of Construct?) that puts options next to the Close Window button.

    Could the three-dot menu be moved to the toolbar, with all the other buttons? Maybe to the left of the preview button?

    EDIT: Or just leave it where it was?

  • You do not have permission to view this post

  • You do not have permission to view this post

  • Maybe this is an old change and i've only just noticed it, but is there a way you could make the post tags far less prominent?

    When browsing the forum topics, the post titles have the least contrast on the page, but are the most important pieces of information. The tags, on the other hand, have the most contrast.

  • I think you know the answer. It's likely not part of c3 because it wasn't deemed an internal priority or requested in high demand. Though I believe someone recently made a great plugin for it.

    But what does getting on your high horse accomplish? Do you think this will be added because you were shocked? Or by telling Scirra just how 'wrong' they are for not including it?

    Wouldn't it be far more productive, and more positive, to put this energy into a feature request?

  • I think you'll need to share your project or code; it's hard to answer a broad question like that, which could have any number of answers.

  • It's very cool! You did a lot of great work on the new effects and UI too!

    If you can optimize the Overworld, it would be amazing to play through the whole game. I was getting heavy FPS drops by the time I reached the first dungeon (2022 Macbook Pro)

    Good luck with the rest!

  • I think you do have to consider the user expectations here. If C3 says "we have flowcharts", but lacks a lot of functionality in most other flowchart software, it seems more than fair to be disappointed.

    And without a feature roadmap or similar communication, users have no idea what's still to come, what's set in stone, what's open for feedback, etc. We don't know what skill level or depth is planned, so we don't know how to judge its competency. Eventually, the feature gets so far down a road that popular/necessary additions can't be added (the code is too complex, there are too many tutorials in the old way, etc).

    I wouldn't call this entitled. To me, it's a expected reaction of the system in place, where features are unable to stay in beta longer than a release cycle.

    For example, if Flowcharts were called "Flowcharts (beta)", user expectations would be in line with the developer intention - namely, that there's work to be done. This would remain "Flowcharts (beta)" until the vision was more or less achieved. Part 2 would be updating the Flowcharts thread whenever new feedback was sought by development.

  • It was getting tough to write my reply in a post, so I've included a project file instead.

    drive.google.com/file/d/1IJ_qGf-QpLqc7tWqky5CYzlBKM7GipWK/view

    The basic premise is to use a "shooting" boolean variable (0 for not shooting, 1 for shooting) at the end of animation names. So "jump0" is jumping without shooting, "jump1" is jumping and shooting.

    This way you can switch between any animation's shoot/non-shoot variations whenever your timer expires.

    Hopefully the project file is clear, let me know if it helps!

brushfe's avatar

brushfe

Member since 21 Jul, 2013

Twitter
brushfe has 2 followers

Trophy Case

  • 11-Year Club
  • Forum Contributor Made 100 posts in the forums
  • Regular Visitor Visited Construct.net 7 days in a row
  • Steady Visitor Visited Construct.net 30 days in a row
  • Enduring Visitor Visited Construct.net 90 days in a row
  • Unrelenting Visitor Visited Construct.net 180 days in a row
  • RTFM Read the fabulous manual
  • x10
    Quick Draw First 5 people to up-vote a new Construct 3 release
  • x3
    Lightning Draw First person to up-vote a new Construct 3 release
  • x3
    Great Comment One of your comments gets 3 upvotes
  • Email Verified

Progress

21/44
How to earn trophies