Scoremonger's Recent Forum Activity

  • You may have more luck getting a response if you're more specific about what you need help with.

  • Nice, thanks for the links! I'll send those suggestions some votes. Funny, when I wrote this post I was wondering if it might be possible to disable them at runtime as a workaround, and you answered that question too.

  • Does anyone know a way short of editing each tile in a tilemap to change the "Use Collision" property? For bigger tilesets that have a mix of solid/passable tiles, it can be a pretty tedious process. It would be nice to be able to change that in the Tilemap view directly, but I don't see a way to. Is there any other way?

    If not I will suggest it on the ideas platform, but I wanted to check here first, thanks.

    Tagged:

  • Hi, I was wondering if anyone here has experience with GDevelop 5 and can compare it to C3? From what I can see at a glance, it's extremely similar to Construct in its approach, but is generally less polished, less streamlined in its workflow, and has fewer features. However, it does have what looks on paper to be a VERY powerful feature, which is a built-in behavior editor that allows you to define behaviors using mostly (entirely?) event logic. I haven't actually tried that myself yet, so I was curious if anyone here has, and what your impressions are, if so.

    Tagged:

  • OK, naturally as soon as I ask for help, I come up with a workaround. So, if anyone else is doing something similar, hopefully this will be helpful.

    I made a function called SpawnCharacter, which creates instances of characters based on a CharacterType string parameter, and returns either the UID of the new character, or zero if a new character wasn't created. The logic of the function goes like so:

    • Declare a lastSpawnedCharacter_UID local number variable.
    • Pick the last created Character object, and set lastSpawnedCharacter_UID to Character.UID.
    • Create Object (by name) using CharacterType.
    • Pick the last created Character again.
    • Compare the UID of the last created character to the value in lastSpawnedCharacter_UID.
    • If the values are different, return the UID of the last created character.
    • If the values are the same, return 0.
  • Hi, I'm wondering if anyone knows a way to detect when the Create Object (by name) fails to create an object because the string it was passed isn't valid. In most languages, you'd be able to write some logic like, "If this function call returns true, do this, otherwise do that", but I don't think there's a way to get a return value from the built-in system actions. Anyone know if there's something I'm missing? Thanks.

  • I see piranha305 (I think) created a request for a feature to export and import objects/logic, very similar to what I and others were suggesting. That's already on the suggestions platform if anybody cares to throw some votes at it! Link:

    construct3.ideas.aha.io/ideas/C3-I-535

  • >  For example, if you develop something new in an existing project and want to bring it into other existing projects (or put it into a template project like the one you describe), there's still manual recreation involved with getting it ported over.

    True, but that shouldn't be that bad? I mean you copypaste/create all objects you need and then copypaste all events and maybe do some cleanup. Or am I missing something? I mean it probably doesn´t work for all cases so yeah...

    It's not so bad as to totally block one's progress, no. Again, this is not me saying there's no workaround. What I'm saying is this has been a big enough friction point over the years that it's worth asking about the possibility of a better solution. If you don't think you'd ever make use of such a feature, good for you.

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  • The best approach is probably to create yourself a base-project that includes everything you regularely use, so you don´t have to copy bits and pieces by hand. Deleting stuff you don´t need is much easier. I also have one setup mainly for the way I handle buttons that require just 3 events all across the project for setup (a combination of 2 plugins)

    Yes, this is a work around I've tried as well, and it can help in some situations, but it has some limitations. For example, if you develop something new in an existing project and want to bring it into other existing projects (or put it into a template project like the one you describe), there's still manual recreation involved with getting it ported over.

    My point is that it's already technically possible to port features from one project to another, but it would be helpful if there was some automation.

  • Ah, I'm sorry to hear this feature hasn't gotten traction. I'm perpetually hoping to see it in an update one day. Since it sounds like that's unlikely to happen anytime soon, has there been any consideration of other ways to achieve similar results?

    I tend to start lots of simple little projects, and many of them have similar elements. For example, I often want a bitmap-based progress bar. I've built a system for this in event sheets using a combination of sprites and 9-slice objects. The logic for it is pretty trivial, but it's still a pain to recreate it in every project. I don't want to (nor do I have the ability to, really) write a dedicated plugin for it - I want to leverage all the powerful classes already in the engine.

    It's already possible to manually copy pieces of my system from one project to another, but this is pretty tedious and involves a fair amount of work for each feature I want to rebuild - I still need to create all the objects/families, variables, etc. before copying and pasting the event sheet logic. In some of my more complicated systems this process can take a long time and is pretty error-prone. So, it would be great if there were some easy way to bundle a bunch of related families, objects and event sheets into a package that can be imported into new projects. Any hope for something like that?

  • I have just the behavior in mind to try this out on. Thanks for continuing to improve c3IDE!

  • I created an addon with legal names, opened it, added spaces to the author and class name fields and hit "Update Addon".

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Scoremonger

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