Everade's Recent Forum Activity

  • If you add a single event, that sets the animation frame, this will pick ALL instances of an object. So as you've witnessed, it will change all blood splatters currently in existance, not just newly created ones.

    The "Create object" will automatically pick the created object for us. So if you change the animation frame within the same event like we did, then it will only change this particular splatter.

    For example "Repeat 2 times" of an event means, this whole block will be repeated 2 times from top to bottom. Like this:

    1. Create 1 blood sprite
    2. Change its animation frame randomly
    1. Create 1 blood sprite
    2. Change its animation frame randomly

    As you can see, it created 2 blood sprites, but both set an individual animation frame. If you want all of them to be the same, you could define the random number for the animation frame before starting the repeat event, then use that generated number so all blood sprites will be the same.

    This is what you want:

    1. splatterType = Set to number of splatter animation frames
    1. Create 1 blood sprite
    2. Change its animation frame to "splatterType"
    1. Create 1 blood sprite
    2. Change its animation frame to "splatterType"

    Which will look like this:

    https://easyupload.io/fog103

    Tip:

    Add the behavior "Destroy outside of layout" to the "Splotch" sprite. Otherwise the engine is still wasting resources to calculate splatters outside of your screen.

  • Looks like that hoster deletes the file as soon as it has been downloaded ones.

    Here a different file hoster:

    easyupload.io/qn23vh

    Valid for 30 days.

    Please note that this file is also saved in the latest beta version of Construct 3.

    Setting up a "repeat x times" is super easy.

    System -> repeat

    enter how many times

    done.

    Just like on the picture.

  • I told you how you can forward a unique identifier over a function.

    Wasn't that the question?

    This helps to pick a specific object, out of many.

    If you only have a single sprite instance, then there's no need to forward this information. In that case, just apply the re-positioning directly.

    But if you have multiple instances of a single sprite, this is how you can pick a specific one, over a function.

    Otherwise please share your project (or an example file) and give a more detailed explanation of what you're trying to achieve.

    If you're just trying to keep multiple objects at relative positions to another sprite, use the hirarchy feature as described by dop2000. But that has nothing to do with a function.

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  • Don't be sorry, we're all just trying to help here. ;)

  • brainwavecreations

    You're still overcomplicating the blood splatters. And it doesn't seem like you tested yours.

    • My example uses 1 event, 1 actions. And fixed the random issue.
    • Yours uses 8 events and 29 actions. Random issue still persists.

    While your animation frames are not generated properly due to floating numbers... mine gives you the wanted results. What i just explained about how to use random in conjunction with whole numbers is not applied.

    I highly recommend using my example. I haven't changed the main functionalities, i just fixed it.

  • You can forward the Sprite object's UID as a function parameter.

    Or forward multiple UID's, or variables which help you define specific objects.

    This works as follows:

    1. Right-Click the function, and select + Add parameter.
    2. Then when calling the parameter, you can forward the UID to the function.
    3. And within the function, you can then use the parameter "which works like a local variable" to pick the object you forwarded.

    For example:

  • Yes round() can be used to round numbers up and down... But that's a problem if you're looking for "equal" random() chances. It won't give you the same results like floor() and ceil().

    I don't recommend using it in combination with random(), because the lowest and highest number have a 50% lower chance to be generated compared to all the others inbetween.

  • https://file.io/1GAweOvsidUZ

    I also made some correction to your random logic.

    Please note that for example random(0,10) will generate a random FLOAT number between 0 and 10.

    Which generates numbers such as 0, 1.12478, 4.25176, and additionaly, it can never be 10.

    To generate whole numbers like 1,2,3,4.... you need to use either floor() or ceil() to round to whole numbers.

    For example:

    ceil(random(5)) will generate either 1,2,3,4 or 5

    floor(random(5)) will generate either 0,1,2,3 or 4

    ceil(random(2,5)) will generate either 3,4 or 5

    floor(random(2,5)) will generate either 2,3 or 4

    Overall, your project is extremely inefficient and/or over-complicated.

    Most things you did could be done with much less events and objects.

    I suggest you look into: families, containers, functions, and use animation frames for different enemy types.

    Not for performance reasons, but for you to learn how to do things faster/easier. So you don't have to copy/paste your code for every new dot type.

    Differentiate looks with animation frames, and health or other logic with variables.

    Or use families.

    So instead of repeating click/death logic for each enemy type (in your case 3 times), it could be done by a single function. Within the function read the enemy animation frame and/or type variables to run different actions based on it.

  • DiMinuto

    I assume you're talking about a 2 player - online multiplayer scenario. Otherwise it might be difficult to hide cards from one-another when they look at the same screen.

    So for a multiplayer scenario, all you have to do is to differentiate betwen Host and Peer. This should be fairly easy to do and is covered in the official examples and tutorials.

    If Multiplayer-> is Host -> hide Peer cards.

    Else -> hide Host cards.

    Multiplayer Examples

    https://editor.construct.net/#open=multiplayer-pong

    https://editor.construct.net/#open=multiplayer-game

    https://editor.construct.net/#open=multiplayer-chat

    Multiplayer Tutorials

    https://www.construct.net/en/courses/online-multiplayer-construct-12

  • This well documented, advanced, isometric, real-time multiplayer template allows for absolute responsive controls. Creating identical gameplay experiences for every connected player.

    Made for co-op, and comes with nifty graphics, animations, sounds and more features. Coded from scratch for both C3 and C2! So you get the best from both worlds.

    No rubber-banding and no control delays for the controlled character.

    Full feature list and further details can be found in the Asset Store!

    Try it in the Arcade!

    Feel free to share your creations here. For support, refer to the asset store page.

    Changelog

    1.0.0.7 - 8 Jun, 2023 - Separated animation logic for host and peer, to keep peer animations responsive. Corrected some discrepancies between C2 and C3 templates. (regression V1.0.0.6)

    1.0.0.6 - 8 Jun, 2023 - Resolved a peer animation bug that occurred when playing with more than two players. Streamlined the animation code, eliminating the need for separate logic for host and peer.

    1.0.0.5 - 7 May, 2023 - Added a camera system, to smoothly follow the controlled character.

    1.0.0.4 - 27 Dec, 2022 - Replaced basic 8-direction movement with isometric movement logic. Added info for the new Construct3-r319 multiplayer data compression. Added review and support info.

    1.0.0.3 - 30 Jun, 2022 - Corrected some discrepancies between C2 and C3 templates.

    1.0.0.2 - 29 Jun, 2022 - Added Construct 2 Template, fully recoded from scratch. Several C3 template improvements.

    1.0.0.1 - 28 Jun, 2022 - Minor text correction on the asset layout.

    1.0.0.0 - 27 Jun, 2022 - Initial Release

    For up to patch notes, visit the template on the asset store and navigate to Releases.

  • ninowebs

    If you're experiencing sync issues while testing. (i assume you're testing locally) Then there's most likely an error in your setup. Make sure you didn't miss anything by looking at the multiple examples that are provided by Construct.

    If you setup a "sync object position", means that the Host will send the position data of said objects to all the peers. Means, if the objects never move Host side, then it will simply sync non-moving objects.

    To make them move, Peers must either send their movement inputs OR their positions to the Host. The host then either moves the objects OR updates their positions for himself. Then the host will sync these movements to everyone else.

    If you still encounter issues, and need help, please share your project file so we can take a look at it.

    Multiplayer Examples

    https://editor.construct.net/#open=multiplayer-pong

    https://editor.construct.net/#open=multiplayer-game

    https://editor.construct.net/#open=multiplayer-chat

    Multiplayer Tutorials

    https://www.construct.net/en/courses/online-multiplayer-construct-12

  • I guess it does not matter, because the ideas have not gained the traction needed, don't know if its due to the limited votes or because there are so many ideas to choose from that the votes are getting divided into them.

    Traction was never the problem. At the end of the day, Scirra works on what they want. They are a small team after all, and think as a business, not as game devs. Problems you may encounter everyday, is for them just a single good idea on a vote page with many good ideas.

    There are many flaws with Construct, some are bigger than others. Skymen made some interesting blog posts about some of the core issues we have. Including UI limitations overall, not just buttons.

    For now, they're busy with that weird construct animate prototype. Since it's basically Construct, i would expect animation related updates for the rest of the year.

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Everade

Member since 24 Jun, 2014

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