Alon's Forum Posts

  • Thanks! nice trick I'll use it until the bug fix :)

  • I try to organize and clean up my animations on the sprites on my project.

    I decided that some Animations should be on the ROOT and in some cases I don't even need the folders anymore so I tried to drag them out..

    The problem is that I can't drag & drop the different animations out of the existing folders to the Root.

    Same for Sub-Folders (inside other folders) Can't drag out to the root.

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    I can't just delete the folders before I move the animations back to the Root.

    Can anyone please tell me how I can do that? what shortkey or something I need to do in order to make it work?

    Thanks ahead!

    Tagged:

  • I have a stage where I a SPAWNER object creating stuff on the layout from Left to Right (enemies, platforms etc..)

    But even after the default C3 "loading" when starting, when I get to the layout it will show how the Spawner create things. (fast, but it's there)

    Can I make in the layout before (loading layout or something) to make sure that it won't go to the next layout (stage creation) UNTIL it's finished creating it?

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    Please explain step-by-step if possible, it will sure help a noob like me.

    Thanks ahead!

    Tagged:

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  • This is again an issue that you have to report to Scirra. The Launcher doesn't have anything to do with the Construct 3 runtime itself. It just downloads and runs NWjs automatically.

    Thanks, I wanted to make sure if it's just me or it's a known issue :)

  • I'm using the latest C3 Desktop built + NW.js (updated from the latest launcher).

    I've noticed that my player is lagging (milliseconds of stops while moving) so I tried C3 debug first and I noticed that the FPS are lower and not always stable.

    When I tried it on Chrome and the FPS are pretty stable and no lagging at all but I can't stand using a browser for C3, that's why I share this.

    Is it a C3 Desktop issue or NW.js?

    If it's a known issue, is there a fix on the way?

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    Destkop Built (hard to see the lagging/stops but it's there)

    Chrome smooth (but I can't stand working on a browser)

  • If it's acting differently between browsers then I guess report as a bug?

    I did via Github :)

  • Well, Pin is actually known to have some issues in that regard.

    https://twitter.com/2xTacker/status/917781791066423296

    Maybe try replacing the pin with a simple Every tick > set position?

    I tried actually set position on every tick before I tried the PIN, but I still had this delay / lagging issue.

    I wonder what's a good safe 1:1 ratio solution to make sure all animated layers (sprites above each other) will stick together based on what I've already tried (Pin, Position, Animation properties exact as the base etc..)

    Hmmm... maybe my project is too messy already and I should re-produce a more simple one to make sure, I just have a feeling I'm missing something, unless! there is a much more efficient way which I'll be HAPPY to know and try of course :)

  • Thanks for the suggestion, hehe I enjoy animating also it makes the "game" looks better :)

    Yes, everything is 1:1 same as I mentioned, position and each animation speed (they even have the same names so I could actually match them one by one.

    The problem is not just the frame-matches but also the position changed by pixel here-and-there when moving or jumping so everything is not following with some small delay.

    I think I should re-produce something more simple because I probably do something wrong or missing something if the PIN should work 1:1 without delays like I currently have.

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  • Maybe someone can help me find the most efficient solution to what I'm trying to do:

    1. I have a character that is animated (frame by frame) WITHOUT a weapon.

    2. The character have many different animations (Idle, Walk, Jump, Fall, Few Attacks, etc..)

    3. The character animated in a way that it does all animations WITHOUT a weapon

    4. I've animated OVER the character (separate layers) the animated weapon to fit EXACTLY to the animations of the BASE character (without the weapon)

    The reason I didn't PIN a simple still weapon to the BASE character as image point to the hand is because it is more dynamic animated and not just rotating. (it looks much better to me as animator)

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    In theory, this is what I want to do:

    Using the BASE character as the main animation (it's PINNED to a simple box for the controls)

    animate different weapons and use ABOVE the BASE character.

    Same idea goes for other elements for example: Helmets, Clothes, Armor and other parts that I can customize ABOVE the BASE character, all animated frame by frame on a dedicated transparent layer of course.

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    The Problem:

    I've tried to PIN a weapon animation with EXACT same amount of animations, frames, position, speed to the BASE character animation, so it will sit above it and I will have control either to switch between other weapons if I like.

    But during gameplay while Idle, Walking and Attacking the potential of my idea looks nice!

    but after some time... I guess it's related to the fps and it's not syncing 1:1 at the same time that's I see the delay.

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    What do you suggest to make this works based on the Animated Elements way I described?

    Thanks ahead! :)

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  • Thanks! I'm so rusty after not using C3 for a while :)

  • Thanks for the quick reply!

    I'm trying to combine these 3 using the OR but it's not working... what am I doing wrong?

  • Instead of doing 3 Blocks of:

    When "Attack Animation 1" has finished ...

    When "Attack Animation 2" has finished ...

    When "Attack Animation 3" has finished ...

    Can I make it more efficient in 1 block?

    Like adding OR ?

    I tried with AND "&" and it accept it, but I tried "||" and it didn't work.

    Since I have no java-script or general code in general, I may be mistake about the signs.

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    From:

    To something like this?

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    If it's possible in C3 can you please tell me how it's done?

    Thanks ahead!

  • Thanks, I just reported it as you suggested.