Danwood's Forum Posts

  • If nothing picked in condition every instance will be executed in action related to them. What kind of condition you want to filter an instance?

    I want an event to pick instances that are on a visible layer.

    For example, i'm using these conditions for the time being:

    - For Each Instance

    - Layer Instance.LayerName is visible

    This works very poorly as i would like to follow with another event using Else, and i would like not to use for each when not really necessary.

    It would be great to be able to test if a layer is visible directly in an expression, is that possible?

  • As title

  • Hi Danwood are you trying to change the angle then shoot or shoot a projectile and then control it's movement? Or maybe shoot towards your mouse cursor at the correct angle? I'll see if I can help you troubleshoot just let me know what your going for.

    Hi Rebel, thank you for your help! I'm trying to change the "Set angle" option for the bullet behaviur in-game.

    In my game, there are agents that move using the Bullet behaviur, and using the "Set angle" option automatically syncronizes their angle with their angle of motion, but there is a specific event where i need them not to do that (because they need to move backwards). I know i could simply disable the "Set angle" option and use an event every tick that keeps their angle and ang. of motion in sync, but I was wondering if there was a way to keep that option and just "uncheck" it during the game for a while, for convenience.

  • Is there an action to change an object's Bullet "set angle" option during the game? If there isn't, Ashley please add it!

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  • > If i load all game images into memory at the start of the Main Menu layout, will they be carried on in the Game layout?

    I tested and seems like if the same objects exist on both layouts, their images will not be unloaded from memory when you switch from Menu to Game layout.

    But if you switch to some other layout without those objects, they will be unloaded.

    Thanks!

  • I have two layouts in my project: Main Menu and Game.

    If i load all game images into memory at the start of the Main Menu layout, will they be carried on in the Game layout? Or changing layout resets images loaded into memory?

    Also, are the images of the previous layout automatically unloaded as i change layout?

  • DinoSystem a survival/ecosystem simulation many years in the making, currently porting from C2 to C3!

  • If it's a bug, I'm glad it's come to your awareness, otherwise it's still fine, in my events I took into account that and stop the sounds as the object is destroyed.

  • As title, i want my game to save a snapshot of the canvas in a custom folder (doocuments/game name/snapshots) and with a custom name "screen0",1,2,3 etc.

    I did it with C2, how can i do it in C3?

  • UPDATE - Found a way to reimplement the previous effets without porting the old addon.

    So, I got a recently converted project (C2->C3), it's a big game, so the challanges i'm facing are many. There is one issue that really makes me want to revert back to C2 (i don't actually want to, but well..): it's GameWraps's Normal Mapping effect. I know there are several for C3, but nothing works as smooth as that one for my project, i tried them all and tweaked as best as possible to reach the same result, without success.

    My last resort: if someone manages to convert it to the C3 runtime (and indeed it works as it did in C2), I'm offering to pay the aforementioned sum, in euro. I don't even know if it is possible, I tried and failed, but I'm no expert. I'm basically stuck, so any help is hugely appreciated!

    I'm developing a game called DinoSystem.

  • Example: i have a fuction making the player jumping. In another event group concerning screen effects, the same function enabled an effect. I know i could simply unifty both actions when the function is called, but for organization sake i prefer doing that (and it was possible with the function system in C2).

  • With the old C2 functions, i was able to run the same function in multiple events, groups or sheets. It's not the case with the new built-in ones. If i run "On fuction dodisplz", i can't put another in a different part of my project. Is there a way to do that? possibly in an efficient fashion (using a trigger) and not involving an additional different fuction?

  • Yes, it is. It's meant to work as if the object is emitting the sound, so if the object is destroyed, it stops emitting the sound.

    It doesn't happen, the sound continues even after the object destruction

  • As title

  • > PS: i found out that Play audio by name doesn't work if it is inside a sub-folder

    I'd guess that's the new folder export file structure mode - either use the subfolder path in the string or set it back to flat mode in Project Properties.

    Works setting flat mode!