CREATOR4's Forum Posts

  • You can right click the object in the objects panel and click "Select All Instances"

  • Give the cursor the MoveTo behavior and enable "stop on solids"

  • dropbox.com/s/m4qsrn190yrxwg9/mirror.c3p

    Set the body parts as children, then mirror the parent.

    This doesn't work with timeline animations

  • DiegoM

  • Let's say I have a side-scrolling platformer character built of multiple body parts. I create an animation for walking to the right

    Is there a way to mirror this animation when walking to the left?

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  • Hi, just thought I'd jump on this thread.

    I have the Scroll-to working for my Peers. Works perfectly.

    However the Hosts Scroll-to keeps trying to find the mid point. How can I correct it so that each players scroll-to follows their player?

    Thanks

    If the Host is trying to find the mid point, that means scroll-to is enabled for multiple objects

    Make sure the Host disables all scroll-to behaviors except for his own object

  • I didn't know that. Thanks.

    But still, an import is an import.

    To edit a global variable, I don't need to import anything. I just click on it 2 times and I can change its initial value. I would like to do the same with arrays: click on the array 2 times and start editing its initial value (without import in some special bla-bla-format). That would be great and in Construct style!

    Agreed. I set initial values with code because of the friction of importing via AJAX

    Try posting your suggestion here:

    construct3.ideas.aha.io

  • You want to make it so peers request info. That way they never get info prematurely before they’re ready for it

    So, for example, if a peer joins, the other peers should wait until they “detect” that a new peer has been created, and then they should msg the host asking for that peer’s info

  • Hey

    Here is how to send and receive mouse click inputs. When a peer clicks, use Multiplayer: Send Message. The peer should send a message to the host with the coordinates of the click as the message

    I recommend doing it like this: Click.X & “,” & Click.Y

    Then, on the Host’s end, you can use tokenat() to parse the message.

    If you have any questions about this let me know!

  • Not sure exactly what you mean

    Put a TBG on a 0, 0 parallax layer and change it's offsetX should work

  • Thanks for replying...

    I Actually just made a quick demo, but the only way I can get it to work is:

    1.Getting the player to overlap an invisible helper (the size of the roof).

    2. Setting a tileset range to a transparent tile to make the roof tileset are transparent.

    Though this works, I can't find a way to match the co-ordinates of the invisible roof helperto the corresponding tiles x,y.

    I tried roof_helper.X and roof_helper.Y in the Set Tile X, Set Tile Y... but it's not looking for world co-ordinates, but tile co-ordinatess like 4, 8.

    I feel it would work well, but not practical to manually set every roof in the map.

    Any suggestions? Thanks

    For future reference, you can convert world coordinates to tile coordinates and vice versa with Tilemap.PositionToTileX() and Tilemap.TileToPositionX()

  • Hard to say

    Add the Browser object to your game and use the "Log" action

    Seperate the overlap and animation conditions in to subevents, and give each one a log "Overlapping succeeded", "Animation Attack was playing", "Animation frame was above or equal to three"

    Then run your game and press F12, and click "Console" to see the log outputs

    This will tell you exactly which conditions are succeeding and which are not

  • > Don't be afraid that your game idea will not work. Your idea is entirely possible

    >

    > For starters, try something like:

    >

    > If PLU.text = InputTextBox.Text - > shoot PLU

    I've tried this and I think I am slowly figuring it out. So if I made multiple enemies, would I make a separate text object for each specific enemy, or would I keep adding them to the initial Text Object?

    Also, how can I remove the text written in the text box after the correct code has been inputted? I tried messing around with it through an System then Event, but I could not figure it out.

    Each Enemy would have their own TextObject. There are a few ways to do this. Here are two:

    1. Link an Enemy to their TextObject using instance variables and UIDS

    UIDs are like social security numbers for objects. They're automatically given out to objects when the game runs, and they don't change during gameplay. You can use them to get specific objects with "Pick By UID"

    You would do something like:

    On Enemy Created -> Create TextObject -> Set Enemy.TextBoxUID to TextBox.UID

    This creates a textbox, then sets a variable within the Enemy object to hold the TextBox's UID, so the textbox can be referenced later

    Search for "RTS Template" in the Construct 3 start page for an example of this

    2. The second option is to link an Enemy to their TextObject using the new Scene Graph feature. (Heirarchies)

    Search for "scene" in the start page and take a look at the examples

    To remove the text written, use TextObject > Set Text

  • Don't be afraid that your game idea will not work. Your idea is entirely possible

    For starters, try something like:

    If PLU.text = InputTextBox.Text - > shoot PLU