brushfe's Recent Forum Activity

  • 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!

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  • When you use the "Set Animation" action, you should be able to choose "current frame" instead of from "beginning".

    If your two animations are identical apart from the gun being raised, and have the same animation speed, this should align them.

  • You can add the elements you want to pause into a family, and use the system action "Set object time scale" to pause/unpause just that family. (this can be done with multiples families as needed)

    To the point above, enabling/disabling folders is also a very good idea, particularly for inputs, AI, level effects.

  • This is fantastic! Thanks a ton for sharing it. The approach you took is really interesting (and so simple!) and I'd certainly love to see how you develop it!

  • That's great news! And thanks for sharing your solution - we've both learned something new about json :) Good luck with the rest of the project!

  • Oh good! I'm glad you've discovered those quotes at the heart of it.

    I haven't learned to use JSON yet, but there are many here who can help with that. Hopefully someone else can chime in on that!

    But I have run into the quotes problem in other ways before. Dictionary values can be any type, and if non-numeric characters get mixed up with numeric entries, I think Construct treats it like a string (and the numeric value of a string is 0).

    There's a system condition called "Is value type" which could help check that, but the solution seems to be getting those JSON quotes sorted so your value are consistent wherever they are.

  • It's hard for me to say without seeing the project.

    I beleive Set Key requires the key to exist already, which can sometimes cause problems.

    Does this happen in a fresh project, with just the keyboard and dictionary objects?

    Lastly, it's a longshot, but do you have quotes around the number in the dictionary?

  • I believe you can hold the Control/CTRL key when you press crop, which trims any transparent pixels around the edge

  • Thanks for looking into this!

    You're right - it succeeds if you work backwards from a button being pressed, instead of forwards from a gamepad index:

    But the first approach seems like a bug; construct knows the gamepad's index in the condition, but not in the action?

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brushfe

Member since 21 Jul, 2013

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