GeoffB's Recent Forum Activity

  • I've been using emoji quite a lot in event sheets since this idea came up, and have no issues so far. I only use them on function names.

    Just tested a few different ways of using emoji in file names and so far, so good, but I won't commit to doing this in any of my active projects for the foreseeable future. Better to be safe than sorry!

    If any issues reliably crop up I'll file a bug report, but for now I'm just gonna keep an eye on things.

  • The exported image files (spritesheets) are first loaded onto disk, which means downloading them if it's a web-based game. Then they are loaded into memory (RAM) as needed (when they're actually used in the game).

    To reduce downloaded file size, you can compress the outputted spritesheets. Construct can do this on export, but I've found much better results with third-party solutions like tinypng. And be sure you're using "de-duplicate" images on export.

  • In js, c3_runtimeBaseUrl returns the current url. You could extract the version from there :)

  • I don't want to sound mean but I think you need to spend some time with the tutorials and examples.

    Check out the Ghost Shooter example. You can see that the bullet inherits its direction of movement from the player object, because the player object spawned it.

    You should also check out the Beginner's Guide and Platformer tutorial, if you haven't already done them.

  • You want to set the Bullet's "Angle Of Motion", not just its angle - assuming you have added the Bullet behavior?

  • You could do something like:

    Touch: is in touch -> Cannon: set angle to angle(self.x,self.y,touch.x,touch.y)

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  • In the "spawn bullet" event, you need to set the bullet's angle of motion based on the angle of the cannon. Or depending on the orientation of the cannon sprit you might need to offset by 90 degrees.

  • You need to make sure that you are picking the correct instance of the enemy. In your case you should tag enemies that have been hit (with a boolean or something), and only change the animations of those enemies.

    But I think you are overcomplicating this. Are you trying to show hit damage on the enemy by changing their animations? If so, you should keep a variable like hitPoints on each enemy. Deduct 1 from their HP when hit, and then set their animation based on their HP.

  • Doesn't seem like it's possible to disable it entirely, but you could set rotateSpeed to 0 every tick while it needs to be "disabled" 🤷‍♂️

  • The community can try to help but more information is needed. Can you share a screenshot of your events?

    And just to state the obvious, you want to use the Object->Destroy action to destroy objects.

    EDIT: I see your second post now.

    What is likely happening is that only the last instance is getting destroyed, as that is the instance currently picked. You should use a sub-event and add the condition "Pick All" -> cone. Then destroy. This should work

  • That would definitely solve a lot of problems. If HTML objects behaved just like regular C3 objects, it'd go a long way in encouraging users to do things with HTML. Right now it feels too disjointed, like we're working with two vastly different systems despite there being so much under the hood that they have in common. Bringing these two spheres closer together will go a long way!

    But yes, please, anything to help me avoid having to build my own text entry system system (again)! :P

  • Yeah no doubt that HTML is powerful, and very quick to do certain things.

    In your example I would absolutely just build a table using events, and have done so many times.

    I'd do it that way because I might want a dialogue box to appear on top when a user taps something. Maybe I want a gradient that is across the whole screen. Or, what I do most often, is I want to populate that table with sprite fonts that I use elsewhere in my project, and sprites I use elsewhere. These contents are built using a mix of hierarchies, templates, and containers, using C3-specific techniques that I've learned through years of practice. Maybe I just want a sparkly particle system to appear where the user taps. One of my current big projects uses an entirely world-space UI with all sorts of pretty effects. It's gorgeous, but it was a nightmare to put together.

    I'm not a classic developer, so I'm put off by the idea of learning new languages, but I currently work full-time as a Construct dev. Every other dev in the team is amazed at the speed of this software, and appalled at the lack of UI support. I stand by Construct, and I'm probably as tired as you are of hearing about UI! 😂

    I once used an adjustable wrench to knock in a nail because I had no hammer. It did the job, but I wish I had a hammer at the time.

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GeoffB

Member since 15 Jan, 2019

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