DiegoM's Forum Posts

  • Currently there is no specific way of checking if any given node is the last. Maybe in the future there can be a condition to check if a node doesn't have connected outputs.

    In the mean time the way to detect when a certain node has been reached is by using tags.

  • Yeah, Ctrl + Click is a shortcut to the color picker tool that works at any time, regardless of the selected tool. There are two unusual cases:

    1. When the image points tool is selected, the color swatches are not visible but the shortcut will still work.
    2. When the collision polygon tool is selected, the shortcut doesn't work, which technically is a bug, but since it's an unusual case, will be left as is.
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  • Hmm I see the issue with that. But realistically I'd still want the z-order to be somewhat retained in the sense of something being above or below an object. If all the objects in the hierarchy are then, z-order wise, right next to each other that's ok but I think they should be in the right order, so that a sprite that is above another sprite in the template is also above the other sprite in the replica.

    I need to check that then, because the relative z ordering in a hierarchy should be kept.

  • You mean changing the Z order by using the context menu option to send to bottom and send to front? Because yeah, that is not supported by templates.

    Right off the bat, I can see that there would be a problem with templates propagating z order to replicas if they are both in the same layer, what should be at the top or the bottom then?

  • I wouldn't wait for this to be implemented on our side, it could take a long time if it even is implemented at all.

    It's difficult to say what a good strategy to do something like what you are describing without seeing how your project looks like. Of the top of my head, you could try having a few families and use that as the mechanism to place the instances in the correct layer.

    Ej. after creating all the instances look for all the instances in the HUD family and place them in the HUD layer.

    Doing something like that for each layer should be convenient in the long run.

  • Currently this is not supported.

    Now that I think about it, maybe an effort could be made to create instances in hierarchies in the corresponding layer. The reason it doesn't work like that is that it can never be guaranteed to work, because the needed layers might not exist in the layout the hierarchy is being created in.

  • Ctrl + Click is the shortcut for the color picker, should work on any tool.

  • I know you just said "doesn't include a plugin", but have you thought about writing your own plugin to do it?

    It would be pretty much a boiler plate behaviour with an action that makes the instance twitch a little bit by moving the X and Y coordinates. You could even add a couple of parameters to it to control how long the shaking should take and what the range of the shake should be.

    It's a perfect candidate for a behaviour.

  • The setting was moved into the Animations editor.

    The Animations editor now has an additional button in the top right (next to the close button), that brings up a dialog with some miscellaneous settings.

  • I'm afraid not. I looked at what the API had to offer earlier today, because I thought that was going to be something you were going to want to do, but there is no such thing.

    Snapping to the path would be a neat feature.

    What I thought would be possible with the available functionality is to follow the path when the playable character is in the half pipe, and when you reach the edges, use a different motion to go up and then come back down. Dunno of that made sense.

  • In this case the timeline editor is only used to set up the curved path, at runtime the path is used by the MoveTo behaviour so you can move an instance along it.

    The keyframe information is not used at all.

  • The change I was suspecting caused the problem... was the culprit. It was an attempt to fix github.com/Scirra/Construct-bugs/issues/7261. Even though the fix is quite comprehensive when it comes to tweens with mirrored and flipped instances in a hierarchy, it completely misses timelines.

    Our aim is to avoid regressions in stable releases, so that change will be reverted for the stable and will try again in the next beta cycle to get everything working properly.

  • At the moment there is no convenient way of doing this in the editor, and the runtime doesn't have anything for this specific purpose either.

    You can try printing to console all the values of each node as you traverse a flowchart at runtime. That is not ideal because you would need to make sure to manually visit all nodes. If you decide to do this, use the On any node entered trigger to detect when a node is reached in combination with the For Each Output loop condition to loop through all the outputs of the node. In the action block use the FlowchartController.CurOutputName[/b and FlowchartController.CurOutputValue expressions to get the name and value of each output.

    If you feel comfortable looking at JSON files, you can also try looking directly at the saved information of the project file.

    Once you made the backup, do the following with it:

    1. Rename from .c3p to .zip
    2. Extract it to a folder, like you would any other zip file
    3. Look for the flowcharts folder
    4. In it there is a .json file for each flowchart, ignore the .uistate.json files
    5. There is a lot of stuff in each of those files, but what you are looking for is the various "outputs" entries. Each of those have all the outputs of each node. You can copy and paste what you need into a different file, or just delete everything that is not what you are looking for. That is why we do this kind of things in a backup file!

    Let me know if you need any help with any of that.

  • When you select a node, look in the Properties bar, there is a "Link mode" property for each output in a node.

    Do mind that this feature helps a little bit with the general look of a flowchart when there are a lot of connections, but in my experience, it isn't a full proof solution, that is why it is not activated by default for all outputs.

    I find it works well for the cases you end up with links that go over other nodes, if that is the case, it can help things look tidier. If the straight line links don't go over other nodes... it's probably best to leave them as is.