fedca's Recent Forum Activity

  • now your function only zooms for one tick. (when the function is called)

    it needs to run until the zoom is finished.

    you could do something like this:

    on function, set local variable zoomTarget to X and speed to X

    (then without it being a subEvent)

    if zoomTarget =/= LayoutScale lerp(LayoutScale,zoomTarget,speed*dt)

  • I'm not certain but it could be that picking the hitbox doesn't work correctly.

    I would do something like this:

    On animation "attacking" finished

    pick hitbox by comparison: hitbox.id = attacker.id

    set hitbox attacking to false

  • yea I sometime have this happen when I zoom the browser I think.

    I tend to save and restart construct as that fixes it.

    Idk if it's the same problem for you though...

  • yes store the choose(ba,cha,ga) in a string and then play the audio from that string..

    see my answer on your other question. I hope I could help :)

  • so to pick the random sound I would do this

    set global string pickedConsonant to: choose(ba,cha,ga,ha,...)

    to play the correct audio assuming it has the same name:

    play audio by name: pickedConsonant

    now create the answer image assuming they have the same name

    create object by name: pickedConsonant

    so now create the wrong answers

    repeat 3x

    create object by name: choose(ba,cha,ga,ha,...)

    to compare if the player has selected the correct answer you can compare the name of the clicked image with the string pickedConsonant

  • 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.

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  • 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.

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fedca

Member since 6 Jul, 2017

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