relixes's Recent Forum Activity

  • Ashley can we have a update about this topic? Did we have some progress in the backstage area towards this feature? I'm really excited about the possibility of creating plugins inside the editor.

    Ashley thank you so much!

    Ashley he meant on steam, like this. Steam users can't roll back to r265 ):

    I've mentioned it in another topic already but setting up a branch for a previous version could be done using Steam's branching feature. (Keeps the most recent version as is for reproduction testing.)

    Please, this! It's been two months and still no fix! I get crashes everyday and usually more than one per day. As a fellow dev I do understand that fixing problems are generally harder then your audience thinks, but you guys could at least provide us the oportunity to rollback to an older release on steam(I only have the steam license).

    I also tried to contact supportpwe@scirra.com to see if I could turn my license to a non-steam one but my email was sent june 19 and I still got no response.

    Seems like the only way for me to keep working on my project withouth the infuriating crashes is to either buy myself another new license for the same engine I already have or to start my project over on C3(tried to port it, not a option).

    Ugh, this is so frustrating.

    At this point wouldn't it be better to just rollback to a release that is stable?

  • <removed wrong awnser>

    edit --

    With the object picked, Compare picked count of the family selected and check if it's greather than 0

    Like

    if (FamilyA.pickedCount > 0)

    ->Object from Family A

    else if (FamilyB.pickedCount > 0 )

    ->Object from Family B

    Else:

    ->Object is not from family A or B

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  • If i remember correctly when Ashley announced on scirra blog that C3 was comming he said something about users being able to create plugins using Construct's event sheet in the future.

    Either way, is there a plan for a feature like that? It would be pretty cool to have something like this so it would be more accessible to the comunity to contribute creating plugins.

  • I'm making a card game for fun (physical) and I'm (planning to) using C3 to help me generating the cards I'm creating. The idea is to have the card data stored in something like an array and then create a layout with multiple cards using the data I gathered so I can print and cut it, like this.

    Currently I have a placeholder page that looks like thisand I'm using the "take snapthot" action and saving the snap shot of the layout as a image so I can print it outside C3. The problem is that I have lots of sheets with diferents cards to print and it will be a pain to have to save each diferent page individualy as a image to print it outside C3.

    I also tried to use the "window.print()" command with the "execute javascript" action, but the page turns out really messy.

    Is there a better way to print pages using construct 3 that I'm not aware of?

    Can confirm same happens to me. Thought it was something worng with my PC until I saw this thread.

  • In fact I do not have enemies carry weapons. I actually don't use the weapon system and ended up just using the "no_weapon" weapon for the player :p

    BUT it was coded with enemies having weapons in mind. So in the body family I have a variable caled "body_team".

    So I have enemies and heroes being on diferent teams so each one can only aply damage to the oposite team. Is that what you're looking for?

    -- edit

    jwilkins

    I guess I miss read what you said. You want enemies with no weapons to have diferent atack animations when having no weapon?

    In that case the anemies with no weapons would just have diferent animations but would use the same weapon overlay for the no_weapon kind of weapon.

    If you want diferent enemies to have diferent atack types and colisions I would just equip the enemy with a "diferent kind of no weapon". You could add weapons like: no_weapon_punch, no_weapon_punch2, no_weapon_kick, etc...

    With every "no_weapon" kinda of weapon with diferent colisions and animations... Yeah, I guess that's pretty much it, thats how I would do things. Have you ever player little figther? They have a system that is pretty similar to the one we're talking about. I recommend you to check it out, it's a pretty cool game/system.

  • I'm working on a project that have a very similar system. If I understood it right you just want to have one family with the "body" objects (enemies and players) and a family for "weapon" objetcs. Since it looks like you already know what you're doing I don't have a lot to comment than that I'm working in a pretty similar way.

    * I have a family with all the "body" variable. (hp, mp, stats in general + other variables to aux;

    * I have a family with the "weapon" objects. They have variables like the damage they'll cause, knockback, etc... Weapon object have animations exactly like body object in frame and animation quantity and names;

    * Than every body instance is overlayed with an weapon object for each kinda of weapon I have in game and synced with respective body animation;

    * Than I have this spritesheet with data that says when certain weapon animation and frame are active to detect colision

    And that's pretty much it. That last event sheet makes it really easy to add new weapons in game, so I don't have to hard code every new weapon in game. Also having no weapon works exactly like having a weapon, except the weapon animation for "no weapon" is empty :p

  • dop2000 That's actually pretty clever. I'll make sure to remember it next time (and if) I need to do something like that again. Will save a lot of time. Thanks!

    I believe you understood me wrong. When I said I removed "all the behaviors" I meant the third parties one. They were 3 in total (plus one plugin). That's a project I've been working on about 1 and a half year. Took me two days to port it to C3. Pretty boring task, but it was worth it. c:

    -- Update

    Ok, not really. Game does not work with the c3 rutime. A zilion bugs and some layouts don't even load. It's a shame, but I guess I'll have to stick with legacy runtime and just use the new improved UI of the engine as consolation. \:

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relixes

Member since 7 May, 2015

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