dop2000's Forum Posts

  • There is an official example in C3, have you seen it?

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  • 1StepCloser I think I found how to temporarily fix these lags! You can force Chrome to run garbage collection - in DevTools click a little can icon on the Memory tab.

    I tested it several times today. Whenever I noticed the editor becoming less responsive, I clicked that button and it immediately stopped lagging. The effect lasted 5-10 minutes in my case.

    Please let me know if it works for you!

  • You can probably add two invisible sprites connected with a physics joint to the hoop. And use these sprites as control points for a mesh on the net sprite.

  • I've never worked with noise before, here is my first attempt:

    dropbox.com/scl/fi/pkgfhg3etacu3ysua9qyn/NoiseIsland2.c3p

    You get a tilemap, which can be saved using Tilemap.TilesJSON expression, or be easily converted to an array.

  • CUSTOM EXPRESSIONS (= Custom Actions with return value)

    I really want these! Enemy.getHealth instead of Functions.getEnemyHealth(Enemy.UID) would greatly increase code readability.

  • Did you set obstacles to "Custom" in behavior properties, for all members of the family?

    Also, did you set Water and Land variables on the sprites directly? If you are setting them with events, these values may not yet be available in the "On created" trigger.

  • Looks like you can't load a file as binary with the AJAX plugin, only text

    No, this is possible in C3. You request a file with AJAX and then set response binary to BinaryData object.

  • The Skeleton_Warrior sprite and the skeleton animation sprites are not connected to each other. Pin only makes them move together, but it doesn't really link them.

    You need to add them to a container (in properties on the left panel). Then each Skeleton_Warrior instance will be linked with the animation sprite. You only need to create one object, all other objects in the container will be created automatically. And when one object in the container is destroyed, all other members will also be destroyed.

    Most importantly, all members in the container will be picked in events. If you pick Skeleton_Warrior instance (for example by checking its LineOfSight), its animation instance will also be picked.

  • I made a quick test and Pause action does work with value tween.

    I don't understand your screenshots - why are you restarting the tween for 0.01s when it finishes? And when do you pause it?

    It's possible that when the tween duration is less than a tick (which is 0.016s at 60 fps), then it can't be paused.

  • Yes, this looks like a bug to me.

  • You can check touch count, and if more than one finger is touching the screen, then disable drag&drop.

  • Please share your project file. You can make a small demo project demonstrating the issue if you don't want to share your main one.

  • I have this old demo:

    howtoconstructdemos.com/zoom-a-sprite-or-entire-screen-with-pinch-touch-gesture

    I believe I've also seen an official example for zooming with pinch.

  • MoveTo behavior doesn't control animations.

    I'm guessing your animations simply play to the end and then stop. You need to set them looping in the animation editor.

    And also add another event - "MoveTo on arrived: Tiger set animation to Idle"

    By the way, all "Else" blocks in your screenshot are empty and have no effect. Also the angle values look wrong to me. You might want to change your code like this:

    Is in Touch (parent event)
    
    ... (sub-events)
    
    ... Angle between 45 and 135 : Move up
    
    ... Else
    ... Angle between 135 and 225 : Move right
    
    ... Else
    ... Angle between 225 and 315 : Move down
    
    ... Else : Move left