WackyToaster's Recent Forum Activity

  • I mean is right here but I´ll just go ahead and give you a pointer in the right direction. Actually you sort of already know what to do.

    Basically the only way I can think of is using the pin behavior, which really isn't suitable for this, as it doesn't change scale relative to the object it is pinned to.

    The pin behavior roughly translates to "every tick set position/angle to other object" so with scale you just need to do the same thing. Obviously you have to find a bit of a formula to get the buttons into the right size but generally it´s really easy to do.

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  • I just noticed that too. I usually am always online but right now I´m on the train and sadly there is no proper net and construct is not working offline. Even if I manage to get it started it won´t cache and shortly after will cease to preview projects when I lose the net again. It appears to be broken in the stable release since it works for me in the newest Beta.

  • Any ETA on the uploads? I want to update my plugin :V

  • Tilemaps don't have "layers" so you can't have two different tiles on the same position, you have to use a second tilemap (basically another layer) I mean you can also create tile variations for the overlaps but that will get out of hand quickly so don't do it unless you absolutely must have only one tilemap.

  • var myinstance = this._inst.GetWorldInfo();

    myinstance.SetX(0);

    myinstance.SetBboxChanged();

    should do it. this._inst already references the instance so you don´t need to use GetInstance() again.

  • construct.net/en/make-games/manuals/addon-sdk/runtime-reference/base-classes/sdkbehaviorinstancebase

    construct.net/en/make-games/manuals/addon-sdk/runtime-reference/object-classes/worldinfo

    You have to get the world info with GetWorldInfo()

    There you can use various Set methods (SetX(), SetY(),...)

    When everything is set you have to call SetBboxChanged() (this will draw the instance with the newly set properties)

  • A lot of Construct 2 Essential Plugins can't be ported to the C3runtime. Because of the lacking SDK features. A lot of Construct 3 plugins still doesn't support the C3Runtime. Either not yet, or can't.

    That´s why I decided to only support the c3runtime if I make a new plugin. It saves me the headache of supporting two runtimes that work differnetly (I bet Ashley can relate) not to mention one of them is going to be deprecated in the forseeable future.

    About the "lacking SDK features" and plugins that "can´t be ported"... what exactly is lacking and what plugins can´t be ported? I´ve never dabbled around in the SDK until recently so I dunno, I´ve heard that argument a couple of times but never with any specifics. Also... did Ashley say that he won´t implement these lacking features because reasons?

  • I think that's generally fine, I did it the same way. If it works, it works.

  • My b. But I still don´t get the Trigger thing. I´m calling

    this.Trigger(C3.Behaviors.wackytoasterTween.Cnds.tweenComplete);

    and I have this setup

    But it will Trigger both wTween and wTween2 on complete, but I don´t see why.

    EDIT: I guess I kinda hacked my way around it, it feels hacky but ¯\_(ツ)_/¯

  • The c3p is setup to produce the error. But I think I figured it out... I´m still on the stable release where that error does occur (or should occur when you just start the project) while it appears to be fixed on the latest beta and works fine. I guess you instinctively used the latest version? Could have thought about trying that earlier but it didn´t cross my mind.

    Now I just need to figure out the trigger thing.

    Thanks!

  • Here´s the plugin and the project I´m testing it with.

    wackytoaster.at/parachute/wTween.zip

    Also while I´m at it, when I´m calling a trigger like you described in the documentation

    C3.Behaviors.wackytoasterTween.Cnds.tweenComplete

    It calls it for both behaviors on the sprite (causing that jerky motion), but obviously I want to call it for a single one. How can I do that?

    Cheers!

  • I have a behavior that I need to tick, but obviously I want it to stop ticking when not needed.

    So I call this._StopTicking(). This works fine until I add another instance (or object with the same behavior) into the layout, then I get this.

    Uncaught (in promise) TypeError: Cannot read property 'Tick' of undefined
     at C3.Runtime._BehaviorTick (runtime.js:1)
     at C3.Runtime.Step (runtime.js:1)

    I also have an action where I call it and the action causes no errors. I tried putting it into a trigger condition but that didn´t help. I also checked the "this" and there doesn´t seem to be anything wrong with it. Is it a bug or did I overlook something?

    I´m calling it in instance.js inside the Tick() function.

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WackyToaster

Member since 18 Feb, 2014

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