WackyToaster's Recent Forum Activity

  • Ugh...

    Step 1: Chill

    Step 2: How is your progress saved right now?

    Step 3: Do you absolutely NEED to update the runtime?

    Step 4: If Step 3 is yes --> There are very likely solutions for your problem, you don´t have to write an essay about it

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  • Be aware that there will always be a little delay when pressing the button only once. You need a small time window to check if the button is pressed again.

    I think there are better options that don´t involve that delay though.

    wackytoaster.at/parachute/doubleTap.c3p

  • What version of C3 are you using? Can you post a screenshot of your code? Otherwise it´s hard to debug anything.

  • You can use the angle expression.

    angle(sun.X, sun.Y, planet.X, planet.Y)

  • Events get evaluated from top to bottom every tick(frame)

    In your case, jumping only works because it is placed on the bottom, if you were to place it on top it would also not work. What happens with your attack is likely that you press the button, attack animation starts playing and the next frame the player is "idle/moving/jumping" and the animation is overwritten.

    There are different ways to handle it, for example, you can check if an animation is playing. So you could check "is animation attack NOT playing" and only then you switch it to move/idle.

    I personally prefer to use a state machine, basically an instance variable on the player. Then you set this variable to a definitive state like "falling, jumping, attacking, crawling, dead" And based on that state you set the animation. This prevents overlaps like you have happening where a player is attacking AND idle.

  • the procedure to complain about is extremely complicated

    Github is for reporting bugs, not complain about them. If you wanna complain, I recommend the forum. Just be aware that complaining will not help solving the bug.

  • What defenitely should work is setting the CORS origin to a wildcard

    header("Access-Control-Allow-Origin: *);

    This will allow access from ANY source. A little note from the W3 wiki:

  • Hey,

    the array is not loaded properly because AJAX is asynchronous and is not available the instant it is called.

    As for the randomized non-repeating, you could set the data from the array at random and then delete that particular row from the array so it cannot be picked again. If you need to keep the array intact, you could just use a second array with the same data.

    Also I recommend to use floor(random(1, array.height+1)). This is a must with the approch above since the array height changes. But generally it is much more convenient since if you add a row to your array you don´t have to adjust all the events accordingly.

  • every tick

    Here is your problem. You only need to pin it once (e.g. on created)

  • There's a lot of web hosting and FTP though, but is there an easier way to do it?

    Hmm I don´t think so. The webhosting/FTP part isn´t as scary as it looks.

    Well maybe there is actually.

    Mailto link should do the trick. It is defenitely not as clean as having a form in game but it is the easiest way.

    Just in general, people can spam/troll with this feature if they feel like it. From personal experience, it didn´t happen actually (to my surprise). But there is still a chance you get a bad egg or two and your issue tracker will be filled with all sorts of garbage. ¯\_(ツ)_/¯

  • There you go. What happened is that the animation was reset to the idle all the time, then the run animation was started. All you needed was an extra check if the player is standing still.

    I think you can also add a "Trigger once" to it (so it doesn´t check the condition all the time, for performance sake), but leave it out if it doesn´t work.

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WackyToaster

Member since 18 Feb, 2014

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