lareviera's Recent Forum Activity

  • Oops, that property was accidentally hidden. It should be back in the next beta.

    Ashley, is there a way to figure wich addons need to be updated in a project ?

    i use quite a few, cant tell witch one or ones might be the problem, so i cant switch to modules.

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  • hehe very nice, wish i found this like a year ago would have saved me some trouble.

    my system is preety much similar except instead of using 2 variables to offset the x and y spawn, i use one string variable that correlate to teleporter imagepoints

    i creatE several imagepoints on the teleporter called "mid", "left", or "right"

    a string variable called spawn

    and set each teleporter variable to where you want to spawn

    and on start of layout create object at teleporter.imagepointX("teleporter.spawn")

    teleporter.imagepointY("teleporter.spawn")

    both methods work, just giving my 2 cents

    hope it helps other people.

  • Hi, I am looking for a plugin similar to Listview by Diptox: construct.net/en/forum/extending-construct-2/addons-29/plugin-listview-theme-sorting-92471

    I am using this plugin on one of my projects in construct 2. Since I have crossed over construct 3 I am willing to pay or make a donation for a similar plugin or to have this one ported to construct 3

    look for PRO Ui

  • Wait Now the else statements aren't working , they started to push eachother again

    did you change anything ?

  • this works to make them stop thank you! but how do i make them start moving again when the one in front of it dies/moves

    maybe something like

    -if object is overlapping at offset other object -» stop moving

    - else -» move forward

    the contrary might also work

    -if object is NOT overlapping at offset other object -» move forward

    - else -» stop moving

    EDIT: you might need to check the conditions every tick.

  • cant you just check for overlapping at offset ?

  • well spriter is definitely not perfect and has some problems that i hope they fix.

    actually i might take back what i said about being easier, maybe i should have said its saves you time in the long run.

    spriter has a self draw mode witch basically works with construct in way that you dont have to export animations frame by frame to construct,it basically codes all the animations and it saves you all the image memory that a ton of frames are. so if i make a new animation for my char all i have to do is resave a spriter/scon file and update it in construct...all done, this method is good for your main character, i was going to change all my enemies to spriter too but there is a problem that spriter´s self draw object appear´s in construct workspace as transparent blue boxes and i cant distinguish them :(

    i dont get why people find it hard to animate with it, but maybe thats just me,

    for armor weapons skins etc, look in youtube for "spriter character maps"

    if you just need bones animations and export to png any program will do.

    this might get long

    this is my player, he is obviously separated into different parts, if you so wish you can make character maps for each part in spriter and change them like bellow.

    in construct you have the option to change them there via events.

    i dont use the character maps xD

    in my player i only change the head and the sword that are separate construct objects, every tick i set the sword object angle and position to the spriter object named sword like below,

    -the reason i dont use char maps is because my "heads" and "swords" have self animations like a fiery sword for example but with spriter i cant do that.

    for method 1

    i only change my head and sword as i mentioned, so my player looked like this:

    every tick my player´s head object would just set its position to the yellow imagepoint.

    same with the sword

    as for when my character went for attack animations i set the swords position/imagepoint to the hand , and i manually changed the sword object angle manually for each frame in the attack animation via events.

    if you want to have multiple parts changing angles and stuff id say forget it, too much work.

    but its doable i guess.

  • howdy

    No, multiple animations for each possible combination is not a efficient way.

    i do this in my game. ive done both methods.

    basicly you animate a placeholder object for all animations, and in the game you just swap them with watever you want "helmet" "weapon", "bikini" watever.

    method 1

    one way is like you said and create a placeholder object, set that placeholder object´s position to an image point in your player, yes you have to tweak the image point position in every frame, it takes some time but its doable. also in my experience pin doesn't work very well here, just use every tick set position to player.imagepoint("") and unless your object doesn't rotate you also have to set its angle to change manually via events for ex:

    if animation frame = 5 - set placeholder object to angle 120º

    method 2

    get spriter, its waaay easier for everything. strongly advised

    after you figure out how it works with construct (youtube is your friend)

    in spriter you create all your player parts separately for ex: "head", "cheast"

    after you make your animations and export it to construct

    go to your event sheet.

    youl find your spriter object has an option to

    set c3 object to spriter object "position , "angle", or both )

    set it to every tick and thats it

    as for changing those parts thats another ball park but what i do is

    my placeholder "head" has multiple animations for each different head

    and i just change them using variables.

  • I haven't much tested the plugin. if you see any bug let me know.

    and thank you for donate.

    hey again, it took a month but i actually found a bug.

    it seems any object with the platform_move_to behaviour isnt selectable in the debugger window and i cant see its properties.

    if i remove the behaviour i can see its properties again.c

  • OH MAN! that was fast! may odin come down from valhalla and and gently pet you in the head!

    you also have my thanks, and my money take it!

    rex_platform_moveto c3runtime

    https://github.com/erenertugrul/construct-plugins/raw/master/ported_plugins/behaviors/rex_platform_moveto/dist/rex_platform_moveto.c3addon

  • oh, i´ve tried this one, but its only 2.5 runtime not full c3 runtime and its regular moveto :( , i meant "platform moveto". regular moveto does weird stuff to platforms, as its meant for 360 movement .

    here rex_moveto lareviera

    https://github.com/erenertugrul/construct-plugins/raw/master/ported_plugins/behaviors/rex_moveto/dist/rex_moveto.c3addon

    and other plugins

    https://github.com/erenertugrul/construct-plugins

  • looking for rex platform moveto c3 runtime, will glady donate.

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lareviera

Member since 29 Jun, 2013

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