WackyToaster's Recent Forum Activity

  • Hard to say without seeing the events. You probably need to evaluate who is closer using the distance expression. construct.net/en/make-games/manuals/construct-3/system-reference/system-expressions

    The smaller value is closer and then set that as objective. I´d advice against doing this every tick, doing this every 0.3 seconds or so is probably enough.

  • Yeah that´s pretty much what I hoped to avoid but it´s the best solution so far. I actually don´t even need to blend a continuous animation, it´s more a change of a state. Basically my objects can have several different states and when the state changes it should not just pop into the other state instantly.

  • Hey, just wondering if anyone got a plugin or easy solution for frame blending? I don´t need anything fancy, just instead of instantly switching from frame 1 to 2, blend over with opacity over a set time. I know it´s doable with events obviously, but it requires creating extra temporary Sprites on top with fade behavior and I feel like it could lead to a bunch of annoyances in the long run. Or I could create the animation as a sprite Animation and just have this play but that also feels a bit meh, especially if I end up changing the sprite and having to redo that animation.

    Maybe I´m overlooking some easier solution? Or maybe someone has the sudden urge to write a behavior? :D

    Cheers

  • This is one event, you have to use two events for this. Your event means:

    If Lennon.X is bigger than Mouse.X AND smaller than Mouse.X --> Set Lennon Mirrored THEN set him Not mirrored.

  • You can set up a for-loop and within the loop loopindex will give you an incrementing number.

    Loops are system conditions and loopindex is a system expression

    construct.net/en/make-games/manuals/construct-3/system-reference/system-conditions

    construct.net/en/make-games/manuals/construct-3/system-reference/system-expressions

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    I´m glad to see people have time to write several lengthy posts complaining about how things work and coming up with alternatives instead of just posting a bugreport that probably takes a whopping 5 minutes and actually helps solving the problem.

    Just imagine you release your game and someone just says "Level 2 doesn´t work, here´s a screenshot of me wedged into a wall" and when you ask him for more info on how he did it he starts complaining about how he is basically your bugfinding slave and starts a revolution.

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    It might still be too fast for the jumpthrough platform since it´s not a full solid. There is just a tiny "line" on top of the jumpthrough that determines landing on it or not.

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    I suppose that´s one of those cases where the movement causes the cubes to "skip" over detecting the collision within a single tick. Like very quick objects that can phase through solids.

    I do think this should be corrected since moving platforms aren´t exactly some rare edge case, it´s one of the most basic platforming staples.

  • Yeah I have that sometimes and it eventually fixes itself. No idea how it happens.

  • I wish I had the insanity that drives you Kenney.

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  • Uh... 90mb is massive, you could have stripped that down to a few mb easily. :V I´m not ever going to find anything in there, that´s exactly why Ashley always wants minimal repros for bugreports. You can get rid of all the non-relevant parts: layouts, event sheets, graphics and especially sounds/music. Also has the benefit that nobody can rip anything of value from it then. (On that note, you have the copyright anyway. If you see someone using your stuff, an angry letter from a lawyer usually solves that really quick.)

    One thing about the screen shake is that it doesn´t work when you are at the edges of the layout. It´s a quirk of that particular action (it´s uses scroll but isn´t allowed to scroll past layout edges).

    About the minimap dots not vanishing... no idea. If you can strip down the project much more it will be much easier to find the issue.

  • You can strip it down of all the things we don´t need. Or at least post a screenshot of the events, otherwise it´s guessing time.

    My guess is that you have two or more ships destroyed at the same frame and you need a foreach somewhere. Maybe.

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WackyToaster

Member since 18 Feb, 2014

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