Grimmy's Recent Forum Activity

  • SOLVED

    Apparently below 30fps C3s default behavior is to slow down time. (?)

    To fix this I just set the minimum frame rate to 5 fps.

    Now the countdown works as expected...even when the FPS is god awful.

  • I am using DT but still my timer slows down when the FPS does (my app grinds to around 15 fps on low end mobiles).

    Even when this slowdown happens I want a countdown time to be displayed correctly, but it just slows down along with the rest of the app.

    I am using:

    + System: Every tick

    -> System: Set main_timer_in_seconds_current_value to main_timer_in_seconds_current_value-1×dt

    Cheers

  • Okay. Thanks everyone for all the info. Much appreciated.

  • OKay, but I cant see any z-elevation option when adding the child, only x,y, width,height,angle and Destroy with Parent. I am using 218 stable. Maybe that's a new feature?

  • It does work exactly as you said it should. Make sure that when you add the particles to the parent you are not asking it to replicate the parent's Z-Elevation

    When creating the rock I am simply doing:

    -> System: Create object Particles on layer 0 at (Rock.X, Rock.Y)

    -> Rock: Add child Particles (X: True, Y: True, width: True, height: True, angle: True, destroy with parent: False)

    is that wrong?

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  • I tried this but I have no idea how its used. Once I have picked the parent how do I access that object to tell it which zindex to be on. I tried a few things but nothing seems to work. I cant find any example usage.

    For example, I tried this but it doesnt work:

    + Particles: Pick Own parent Rock

    -> Particles: Set Z elevation to Rock.ZElevation

    I would have expected once the parent is picked to be able to do something like:

    + Particles: Pick Own parent Rock

    -> Particles: Set Z elevation to PickedParent.ZElevation

    But of course that command doesn't seem to actually exist. :)

  • I have a parent sprite that adds a particle child with the scene graph. As I cant seem to inherit the parents z index by default using the scene graph i need to do it manually, but there doesn't seem to be a way I can access an objects parent anywhere.

    For example: I want to tell the particle to be on the same layer as its parent.

    Any way to do this?

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  • It seems the issue might be with tags. I think if the tween finished contains ANY word from the tag then it triggers. I set each tag to just "centre" and "right" and now seems to work..

  • I cant really share the project as its quite massive. I found out that if I set the random time to a fixed time things start to look okay but of course that's the very thing that sets this apart from just using a timeline.

  • I'm trying to simply move an object (an eye) to a position and then back again at random times however with the code below the eye movement speeds up and seemingly the Trigger_Eye_Movement function is getting run over and over again. I do not understand this as it should only get triggered once the tweeen (look centre from right) has finished..

    I thought I knew how the wait system worked but clearly something is going terribly wrong. It seems like this should be something very simple to do.

  • Hi, I have an issue with the plugin 1.73 (C3 version r218) Its giving a TypeError: Cannot read property 'updateLocals' of undefined error pointing at aekiro_gameobject.updateLocals(); I've sent you a message on discord but no reply.

    I have initialized proUI at the start of each event sheet but when I switch layouts (even to an empty layout) I get this error.

    Hope you can help! Thanks!!

    SOLVED!!!

    I actually just fixed this by removing 4 unused gameobject behaviours from objects in the main layer 0. The behaviours didn't reference anything and the objects were not children of anything..maybe that's why it crashed?? I guess it still shouldn't crash though! :)

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Grimmy

Member since 20 Nov, 2012

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