jobel's Forum Posts

    • ~920k users tried C3 in 2020
    • Avg 3.8 sessions per user
    • 25 min avg session time
    • 200k new projects created in C3 monthly
    • 60k games exported monthly

    3.8 sessions - does this mean a user has multiple projects open?

    60k exports a month is...wow!

  • My game trailer was featured on a Twitch stream (to which I saw a replay of) and the host paused at the last frame where I had logos: steam, my studio and construct. They spent a very long time trying to figure out what the construct logo was... no one in chat apparently had ever seen it. And to my surprise no one ever figured it out!

  • mikehive put your info in your profile so I can check out your Steam games!

  • Ashley you HAVE to do a "then and now" pic...

    of course I'm picturing the "then" you, unkempt and working on a laptop on an unmade bed...

  • Tom

    We've tried more concerted efforts in the past at promoting people's games, but the truth is it's extremely time consuming and with minimal benefit to the game author as we just don't have much punching weight here. Engagement from our audience for this sort of content is generally minimal.

    while I totally understand this, and it is good self-awareness to know that your engagement is minimal. However, I still get sad that I never get a "like" or "retweet" on any of my #construct3 or #c3 posts... even if I tag directly 'kpj@' ConstructTeam I never seem to get any acknowledgment! My game isn't that ugly is it!? ;-)

    store.steampowered.com/app/1383520/Alpha_One

    (shameless plug)

  • oh that is interesting that they cannot scan the packages/zips... I know Lars used to work at Steam so there must be some sort of data integrity standards of what they can and cannot scan.

  • not sure why Ren'Py and not Construct made the list!

    gamedeveloper.com/business/game-engines-on-steam-the-definitive-breakdown

  • yeah that's what I ended up doing, just was wondering if you could see it in the debugger.

    ooo so Construct 4 will be out soon!? ;-)

    it should make a boom! (C4 - hardy har :P)

  • what is the best way to go about monitoring if a group is active or not? I don't see anything like that in the debugger unless I'm missing something.

  • I bet Laura_D would know!

  • what else uses ScrollTo other than the player? anything?

    the obvious thing is that layouts 1-4 utilize AreaChangeReceiver opposed to all the other layouts have AreaChangeSender

    you probably need to make a separate test project to test what exactly you are trying to do.. a bare bones version... hard to see in your full project...

    always think in terms of quick iterations.. like how long does it take you to test something.. if I have to do something that takes 15 minutes to see, you aren't going to figure out that issue.. you have to isolated it to something you can look at quick.

    for example.. I played your game.. it took me forever to get to the second layout.. I'm not going through 3 other layouts just to see if I get the problem, just would take too much time...

  • for more on "state machines" check out this link. (the concept can be applied to lots of things in life - even a subway turnstile)

    en.wikipedia.org/wiki/Finite-state_machine

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  • one thing I do that is helpful... I have another var on my characters called "prevState". So when I enter them into some new state, I remember their previous state, then when this new state ends, I put them back into the state they were in when originally (just incase that is not the default state).

    BUT this is only if you have lots of complex states. For example if you have an "invisible" state but could still be "stunned". So here you'd want to the stun code and animation run whether they were invisible or not, but if they were invisible, you'd want to return their state to "invisible" when the stun is over.

  • also consider making a variable called "state" on the player. Then change this to the state you want your character to be in...

    states:

    "normal"

    "attack"

    "defend"

    "dying"

    "dead"

    "lowhealth"

    etc...

    then set and use those states to differentiate code... just make sure you always set them with one action, and end them with some other event like... animation is now over.

    so in your attack, hit the button set state to "attack"

    then make an event trigger when attack animation finishes, set the state back to normal.

    then your idle animation can be triggered only if player state = "normal"