fedca's Forum Posts

  • from the documentation:

    However, triggers are an exception. See the green arrow to the left of Keyboard: On Space pressed from the previous example:

    An event with a triggered condition

    This indicates the event is triggered. Rather than running once per tick, this event simply runs (or "fires") upon something actually happening. In this case, the event runs when the user hits the Spacebar key on the keyboard. It is never checked any other time. Since triggers run upon an event happening, they aren't checked in top-to-bottom order like other events. This means the ordering of triggers relative to other events is not important (except relative to other triggers of the same type, since triggers still fire top-to-bottom).

    There can only be one trigger in an event, because two triggers cannot fire simultaneously. However, multiple triggers can be placed in 'Or' blocks (see the next section).

    https://www.construct.net/en/make-games/manuals/construct-3/project-primitives/events/how-events-work

  • you have on animation finished which is a trigger. I think that is the problem.

    I would put the on animation finished as the first event and then have the others as sub events below.

  • :D I get like one spam e-mail from yodo1 every day, they are really pushing hard to get you to integrate their ad-system into your games...

  • set character angle to angle(character.x,character.y,target.x,target.y)

    this should get you there! :)

  • just adding a for each loop to the event should do it.

    or instead of the trigger once put a is not animation "destroyed" playing.

  • see the documentation construct.net/en/make-games/manuals/construct-3/behavior-reference/pathfinding

    Sprite.Pathfinding.MovingAngle is probably what you are loking for. :)

  • To add to jsutton:

    you could also look into firebase analytics plugins, there are a few out there for C3, they are mostly payed though.

  • Construct has an auto save/backup system, but that needs to be turned on first. You can find it under setting, scroll down a bit.

    Doesn't help now but migh help for the future :/

  • Hey, take a look at the drawing canvas object.

    you can take a screenshot at the end of the level, load parts of that into four sprites and tween them to get that effect. (while hiding the real level)

  • you can use the browser object and open a browser tab of a google form (or different side) once the boolean is true. https://www.construct.net/en/make-games/manuals/construct-3/plugin-reference/browser see Open URL in new window

    I have used this to make players give feedback on a google form when they finished playing a demo.

    secondly you can use the AJAX object to send data to a server.https://www.construct.net/en/make-games/manuals/construct-3/plugin-reference/ajax

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  • if player is on floor and player.platform.vectorX>0 and keyboard press left. Set animation to "skidding" wait 0.5 simulate platform pressing left.

    VectorX gives you the vertical speed of the platformer object. greater than 0 means right, less means left, maybe that helps? with this you even could do skidding only if the VectorX is faster than x.

  • Oh yea you are right, I mixed up which way the layoutScale value zooms in/out!

    glad I could help in some way.

  • how far it zooms out is the third value in the clamp(currentLayoutScale,minLayoutScale,maxLayoutScale)

    set the max value to something lower, like 1 for default for example.

    to reset the camera to the center of the layout when zoomed out you could do something like this:

    if layoutScale = maxLayoutScale set camera postion or scroll to

    x: lerp(self.x,layout.width/2,speedYouWant*dt)

    y: lerp(self.y,layout.height/2,speedYouWant*dt)

  • well, it would work with animations. Load Image from url replaces the current frame in the current animation, so If you have blank frames in placholder animations it would work.

    Defintily could get a bit messy depending on how many and different things you want to laod.

  • You could use an empty dummy object and load images into it on runtime.