EternalStudent's Recent Forum Activity

  • Well, I don't know your game. I assume there is a tilemap? Like I said, these are two different approaches:

    1. Create invisible sprites on frozen tiles with the required physics properties.

    2. On every tick compare the tile under the character. If it's frozen - temporarily change the properties of the tilemap or behavior. We do this in our game - when walking on ice tiles, 8direction deceleration is reduced, so the character is sliding.

    Just wanted to say Moonstone island looks really cool and its inspiring! Any advice for a dev starting his journey?

    I found a solution and wanted to share it here in case anyone else needs it. I discovered "Families" are a way to group similar objects together and you can add behaviors and conditions to them so I did that for the floors. Then the simple condition of whether the bullet collides with them. I was able to get some effects working, but I couldn't get the sliding effect when walking on it.

    I tried to reduce friction and increase acceleration. Both objects had the Physics attached to them as well. The mechanic is working which is the point.

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  • Thank you dop for taking the time to respond and help so many in this community.

    I am trying to understand the logic flow here. Would I have a function, which checks whether its been collided with the specific ice particle or whatever. If so then change it appearance and settings or have an invisible sprite go over it?

    I will try to prototype tonight, thank you

  • Hello all.

    I am trying to develop a game mechanic. When you use your frost ability on a tile, it will change its appearance to be frozen and change the physics when you walk over it.

    Using a tile map doesn't seem to be the best route as you cannot add behaviors so I should be creating these tiles as sprites? The problem is, I would need to create each tile as a separate object then and this could get very overwhelming.

    What's the best practice or best way to do this? I would appreciate any guidance. Thank you

  • thanks for your response. I will definitely check out those resources, I feel like I have the basics down but it wouldnt hurt to go through that material, thanks..

  • You have default control activated in platforming behavior. That is why both the hero and the dog react to the keyboard.

    In your screenshot you are running the run animation. Then you move the dog one pixel forward in X. Then you wait 0.8seconds and reflect its sprite and move the dog 1 pixel back in X.

    This code cannot make the dog run.

    You don't know too much, you need to take a tutorial on youtube or read the examples from construct3.

    Igor just fyi, I appreciate you taking the time to write but your response is not helpful at all. You are correct about setting the animation, it might not be the ideal way to do it but it does work. You also offer no correct way to do it. I hope you are doing fine in life and try to not take out your issues on others, go within and do the work and be honest with yourself

  • Great morning all,

    Once I provide an input, I want a dog NPC to run to the right for a second and turn around and come back. It sounds simple but nothing is working properly. Its essentially like a patrol but just one loop.

    The trigger for the action is working and the dog will run to the right but once it turn around, it just runs in place for 1+ seconds and then comes back half way. I dont understand what im doing wrong.

    I tried in 2 ways:

    Add platformer to object

    Simulate pressing Right

    On collision with trigger box Simulate left press

    Also the code from the image.

    In general whats the best practice for trying to create a behaviour like this where you want to trigger an action and then have it followed by another? Is this where signals come in?

    thank you again

    Also I noticed if I move my character, it will move the dog NPC in the same direction. Is this somehow related to them both having Platform behaviours?

    Tagged:

  • You can try adding the "On changed" condition for the textbox.

    If you don't need to continue showing the text after validation, just clear the textbox.

    Thank you for the response. I could not actually find the "On changed" condition but I know I have seen it... how do I get to that condition?

    I was able to solve it by after checking if the answer was "Correct", I would generate a new number, set my boolean tracker to true, clear the text box and show a new number.

    I would use a separate conditional to Show the score, add 1 to it and then set the boolean to false and its working :)

  • Hi Fellow Game Devs,

    I am working on a mechanic but its not working as I want.

    I am asking the user to provide voice input, capturing that in a text box, validating its correct and then want to increment the score and move onto the next word.

    I have been able to successfully do everything except increment the score.

    When I validate if the voice input in the text box is correct, I'm comparing its value like

    System | input.text = Dictionary....

    and that works correctly but since its doing this every tick, the Score just runs up non stop. I tried to use a boolean to check whether the input is correct and if its been incremented as well but it will work once but not again.

    How can I solve this issue? I feel like being able to just check once versus every tick could be the key but not sure how to do this with construct.

  • Great morning all,

    I have been working with the Voice Input features for Construct3 and am finding it works pretty well for about 80% of the words when I speak, but some do not get picked up.

    I am using VoiceInput via the Microphone and have set the results to Interim (and I also tested with Final but it didn't work as well). I noticed that sometimes if Isay the words that aren't getting picked up faster, it will sometimes work but I want the troubleshoot how to fix this.

    Any suggestions?

    Thank you again

    Tagged:

  • Hi Tom,

    It worked! I am grateful for your help.

    May I make a suggestion/request as well. As Construct is aimed at users who have less development experience than most, it would helpful if the documentation contained a few more examples of how to implement features. For example, on the AJAX page (https://www.construct.net/en/make-games/manuals/construct-3/plugin-reference/ajax) if you had a screenshot or a few lines on how to make the call with a basic example of retrieving data from a page, it could help push users in the right direction, have them make progress and then further explore features/issues once a basic implementation is working.

    Thank you again! Its truly a great product and your work is meaningful and helping others.

  • Great morning all,

    Its a wonderful day.

    I bought the recurring monthly subscription but when I load a sample project, it shows I am using the "Free Edition" and hence have the limitations on it. Is there a way to fix this?

    Thank you again

  • For anyone who finds this thread, I was able to solve my issue by using a "Dictionary" object. I used key-value pairs for the words/phrases and their translations and it worked perfectly

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EternalStudent

Member since 31 Oct, 2019

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