goldexer's Forum Posts

  • Hi! With new 333 and 334 versions came a new problem: can't close animation editor. All was working fine until v333.

    Here is video and c3p file:

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    https://drive.google.com/file/d/1XDKgoS7TaGirua6SI6fvC0-DT2YcX_OK/view?usp=sharing

    Chrome version 111.0.5563.65, latest, official 64-bit

    Does somebody have same symptoms? Just to make some conclusions until bug-report

  • I'm using state-driven system. There is a global variable player_State or player_Phase and list of constants like phase_Idle, phase_Run and so on.

    And for each phase there are checks:

    1. If buttons are not pressed and player_Phase is not death or hit or something else undependent from buttons then if animation is not Idle then play this animation and set phase to idle
    2. If joystick pressed and no buttons pressed and block_Input isn't set (in cases of cast, death, hit or tweens, slashes) and animation isn't run then set phase to run and play animation run
    3. If button pressed and phase is not death, hit or other already going slash/cast/combo and so on, so...

    In each case you can check what player phase is going now and allow or block other actions, interaction with enemies or surroundings

    I.e. if player phase is "shield_Blocking" while enemy phase is "Attacking" player will get no hurt. Otherwise if player is chilling in "Idle" enemy will hurt if in attacking phase

    To return into Idle phase just check if "Slash" or "Jump" animation ended and there are no buttons pressed.

    Something like that

  • No-no-no, I heard this when I've asked about enable/disable multiple tiles collision in tileset and other cases.

    The software must, since it's paid monthly, not fixed price at all time like was in C2. These basic features must save a lot of time, it's exactly why you can use them in 3DS max, Photoshop, Video-edit programms and so on.

    But thank you for answer! Here is no such feature yet. As it was earlier with other features we just need to wait for it.

  • you can change everything with events.

    There is no need to do this since in 2022 you can select multiple objects in C3 or every application and change properties of all the group you selected

    Usually CTRL is used to add objects to selection one by one, SHIFT - from start to end and ALT - to deselect objects

    I can't find a hotkey

  • Now I want these animations to setup different parameters for specific needs. After few seconds I will change them to other. It's only a small part of list.

    Edit: sorry, haven't found how to spoiler image :'(

  • of subfolders, not sure what that means.

    M-m-m... excuse me my poor english. You can create subfolders in construct animations editor to pack bunches of animations.

    I.e. isometric animations can have names like Run_0_degrees, Run_30_degrees, Run_60_degrees and so on. For convenience they can be sorted in subfolders with names Run, Idle, Shoot.

    You can create loop with 30* step to set all animations to some fps. But on prototyping stage, where is need to setup slightly different animation speeds for only part of them, maybe not following one after another. Maybe I need to quickly setup 10 or 50 of them to be looped or not. If do this manually there will be faster to have bunch of construct projects instead of re-clicking them all.

  • Greetings! I have 50+ animations on sprite. Need ability to fast: change speed, change looped param, stack in or out of subfolders and so on. But I can't figure out how to do this?

    Multiple clicks are not working with control or shift button hold.

    Quantity of animations will grow up to 100+ or maybe 300+ and I don't want to manually click them one by one while we have editor or coding some loops on start of layout, it's not an option at all.

    I tried search on forum but found nothing.

    I.e. recently found that overlapping objects can be selected each through other by using tab button. Some hotkeys that I'm missing? Thank you!

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  • Is all in the same layer and same layout and same everything

    Maybe you can just move tilemap instances one relatively to other? If tilemaps are not ideal same tilesizes then push it few pixels forward/backward

  • Oh! Another dummy question: where can I open «Lock» menu with list of locked/unlocked objects? With ten and more locked objects it's not usefull to unlock all, pick one of them through TAB-scroll and then select lock all but this and repeat this for every object. There must be menu somwhere with flash action, like Z-order menu. I don't see it

  • DOP2000, much appreciated! And this lifehack about TAB works like a charm! Just rename instances and go on.

    p.1 is crutch but who knows... I was surprised when found that «enable/disable multiple tile collisions» was fixed in new versions, much better now

  • Hi guys! As you know

    1. you need to keep first «clean» instance of tilemap because painting on it leads to have same tiles painted on all new instances;

    2. it's difficult to select tilemap instances of one specific example if they are on the same layer and location - you will select top instance every time.

    3. tiles are squares with transparent space around content so you can't paint on same place on same tilemap - you need to create or another instance or avoiding p.2 - new layer.

    According this workflow, I'm stuck on situation, when I need to create too many layers for simple «ground»: main ground layer, another one for bushes, one for props, one for trees (because bush or barrel/crate on the same tilemap will eat tree tile), for background, for decorative of background, for water, for traps (not tired yet?)...

    ...a-a-a-a-and sky, 2-3 parallax layers, ui layer, player+collectables, ground tiles for secret areas and so on.

    This is just a simple game, not very complicated! Yesterday I looked and sadly thought this became a mess of hundred layers.

    So need your advice, please, piece of your secret wisdom: how to organise this properly? How specific tilemap instance on same layer and same size on same place can be quickly found and selected? Or maybe radically different ways to keep it in order?

    Thank you!

  • How about «Case sensitive» / «Whole word match» replace?

    And why do we need to care about validness of result expression? All invalid expressions Construct already deleting on the fly, I.e. on copy-paste

    Yes of course I can unzip c3p-file and replace manually, but... ))

  • Greetings! I know I can change one object by another in big tree of events. That is good to create another type of game obj simply copying entire previous sheet.

    Today there was need to change root point position of sprite and to make another sprite point responsible for many calculations.

    Okay, CTRL+F and... 51 results cannot be replaced automatically. Do I need to click on every result and change all distance or another comparison expressions manually?

    Seems I just missed the location of some menu...

    Because, how about 891 results found case to change them all from «object.X» to «object.ImagePointX(2)»?

  • Also, your jump-thru object can have multiple animation frames with different collision polygon for each frame. If it does, select «Apply to whole animation/all animations» from right-click menu of polygon.

  • So moved them once again to the root of group but made them static. Now works.

    Non-Static variables in programming languages are reset every call of function, but not every tick, so that's why I missunderstood.

    Why do they need to be non-static by default? Is there so much profit?

    Thankyou guys for answers, you gave me right way to dig it out!