brushfe's Forum Posts

  • Just a clarifying question - is all that code supposed to be part of the function "GoToNextLevel"? Or is it meant to run every tick?

    It looks like it's running every tick, because it's not a subevent of the function. But it seems like you want that code to only run when the function is called?

  • How many features in the suggestion platform will now be put off indefinitely because they now choose to focus on timeline / animation improvements, which will no doubt now get priority, of which may not even make it into C3 because their not "game related"?

    I really love C3 and the team behind it, but sadly I feel the same way, so far anyway. No matter how "manageable" the workload, the focus on C3 is still split. Even 10% of time away from C3 is tough to imagine, when there's enough ideas for C3 improvement to fill 300% of the time available.

    At best, it seems like compromise is inevitable: the features that affect both C3 and Animate will naturally become a way to make "both" sides happy, and show that there's no slowdown on C3 updates.

    One small thing about the forum update— it's a bit unfair to say "I am not aware of anyone who complained during that time that our usual rate of work had slowed down". I think most/all have assumed the team has been 100% focused on C3 the entire time, so of course there'd be no complaints. Had you asked last summer how users would feel if you spent even 10% of the dev time on a new animation product, you certainly would've heard those complaints.

    The list of mandatory features for Animate is already well outlined and a huge amount of effort or time. Adding my feature suggestion for Animate feels a bit moot considering the core work to be done.

    I suppose I'm still wondering — genuinely, not rhetorically — how does a small team for C3 not get smaller tackling this workload?

  • Glad it worked out!

  • There may be a more elegant way, but I put objects that can collide with themselves into a family, which lets you check if "family" is overlapping with "object".

  • I think someone here shared a cool example where the Text Input was made invisible with CSS, and displayed a Spritefont object that matched the text of the Text Input. So it kept the function of the Text Input object, but had the visual cohesion that the Spritefont allowed.

    Is that the kind of thing you're after?

  • I mentioned this briefly in the comments, but in case it gets lost there, I think you'll have to be very careful around feature-locking.

    Naturally the business appeal of 'suites' is the potential for both new users and more revenue from existing users. But the failure of many suites/brand families/etc is holding features hostage behind products.

    We're only seeing a sliver of the plans for Animate, but so far it does include this. Locking Export to Video behind Animate only makes sense from a business perspective. Asking C3 users to pay extra won't go over well with those who currently use C3 for any animation, and with the community on principle (since Animate is just Construct and there's no barrier to porting the feature.)

    It's a fine line that will need good communication to manage. In this case, it does seem like buying Photoshop just to save my Illustrator file as a JPG.

    That aside, I truly love how Construct has opened the doors to development for so many people, and I hope Animate brings more animators into the world.

  • You can also use an array to store the x/y coordinates (and other data), then draw/destroy the objects at any time.

    Here's a quick example (though it's not very elegant, I'm sure there's a nicer way to do this!)

    drive.google.com/file/d/1Jq5KyR5TYjuROt9JMqeb2ENaN2oPuFAU/view

  • Sure thing! The folks who were helping you out earlier gave far smarter and more useful advice—I'm happy to help with the obvious bits!

  • It sounds like the origin point of your Head sprite is in the wrong place. Try opening the Head sprite in the animation editor, clicking on the Image Point tool, and putting it in the center of the sprite (see image)

  • Ok thanks—if you can't share it, can you describe what's happening/what's supposed to happen?

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  • It's hard to say why without seeing your code. Could you share your project? Or a screenshot?

  • I believe UIDs change at runtime depending on the amount and order of objects. So instead of writing UID 521, which could be anything, write Sprite.UID (replace sprite with the name of the object you're trying to pin it to)

  • Does it help if you change those bottom four events to these?

    Player Platform speed = 0

    -----> Set animation to "Default"

    -----> Set run to 0

    Else

    -----> Set animation to "a1"

    -----> Set run to 1

    EDIT: You might need add an inverted Player Is playing "a1" to the Else statement, so that it only changes the animation to a1 if it's not playing already. This will stop it from starting over infinitely.

  • Do you have an event that's setting it back to "idle" running every tick?

  • Oh I see what you mean-just the event-based bit.

    A simple version could start with picking a random number, and calling a function with number as the parameter. The function contains all the different code for all the different events.

    So you'd create a Function called RandomEvent, with the parameter EventNumber. Inside that function is a series of If/Else conditions.

    If EventNumber = 1

    ---> Run the actions for Event #1

    Else

    If EventNumber = 2

    ---> Run the actions for Event #2

    And so on. Is that what you're looking to do?