jobel's Recent Forum Activity

  • 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!

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  • 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

  • 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"

  • just add "not attacking" condition to your idle animation that is always happening (every tick).

    the attack animation IS happening but its being interrupted by lines 8 and 9

    adamlg

    If anyone can help convert Rex's Multiplayer plugin, let us know, it would be great to keep the old project alive in C3.

    I had a similar issue with Rex's CSV plugin, but luckily Eren was able to help me out. Although I assume a multiplayer plugin might be more extensive.

  • last summer (2020) I did this with my son and 4 of his friends. During the lockdown it was all they had in terms of seeing each other and they loved it. Ages were around 10-11. It went great, kids loved it.

    I think Scirra does some construct-specific jams online sometimes. I think they are usually like 1 week or a month long or something. Other than that I don't know of any c3 specific jams.

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jobel

Member since 27 Jul, 2013

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