pandabear7413's Recent Forum Activity

  • When I 'export' my project from the main menu, where does my data (project files, assets, etc) go? Does it stay on my machine and get packaged up locally, or does some or all of it go somewhere in the cloud during/after the process?

  • Unfortunately looks like that won't work, and I cant even get Chrome to download it. But thanks Oos for the suggestion.

  • I want to build a windows game that users will download an install locally to play. I noticed that both the node.js and Windows WebView2 export options package the assets such that they're very accessible (in folders or a .zip / .nw file). I'm concerned about my assets being that easy to access / redistribute. Is there a way to package them so that they can be more difficult to get to? I'm thinking like an .exe, I certainly don't know how to open one of those and get to what's inside.

    Thanks

  • I'm trying to import this image as a sprite strip to create an animation, using the settings below. However, C3 sets a different centerpoint on each row, so every 8 frames the animation jumps a bit. I'm guessing it's because the images don't have defined edges, but any suggestions on how to import it more consistently without having to define different origins for every 8 frames?

  • Thanks for the example and the explanation! It works, and very easy. Gotta see what else tween can do for me...

  • When enemy sprites are created I want them to fade in. When they are killed I want them to fade out and be destroyed.

    I'm using the logic below, but seeing the following behavior:

    - when I press 'i', the sprite instantly appears but doesn't fade in - why not?

    - if I press 'o' within 2 seconds of pressing 'i', the sprite fades out and is destroyed - this is what I would expect

    - if I press 'o' more than 2 seconds after pressing 'i', the sprite instantly disappears and is destroyed - why is it not fading out?

    I'm obviously not understanding how to use fade properly, can someone clarify this for me, and/or let me know how to do what I'm trying to accomplish?

    Thanks

  • I have long animations where there are sometimes duplicate frames, and I want to make sure my game doesn't get too big.. Does C3 have built-in efficiency logic/features to deal with this? E.g., creating a single image in its database and reference this image from the duplicate frames.

    Thanks

  • Thanks! I made the change and it worked. I also noticed that in the underlying code, setting the initial value to "" results in:

    "initialValue": "\"\""

    but not setting any initial value results in:

    "initialValue": "",

    Good to know :)

  • I have a string instance variable in my family of objects that is originally set to "". I want to do something when it's not "". But my condition [variable not equal to ""] returns true even if the string is "" (and it's showing as "" in the debugger). I had similar issues in the past and got around it using the condition [variable > ""] but that's not working this time. Is there a better way to check if a string is an empty string? Should I not be setting it to "" in the beginning?

    Thanks

  • Working on a karate platformer, think Kung Fu Master where multiple enemies are approaching the player from both sides.

    I want the enemies to block me from moving past them. I tried implementing this by adding solid behavior to both player and enemy objects, but this caused multiple enemies to 'stack up' behind each other, with the closest to the player essentially blocking the enemies behind them from attacking. If I add solid behavior just to the player, the player pushes all the enemies around. I like how things are working without the solid behavior, but I want to add the logic to prevent the player from moving past an enemy.

    I have to think this has been implemented many times in the past, can someone offer guidance on what has worked well before I cobble up a sub-par solution of my own?

    Thanks

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  • Both worked - thanks!

  • I have a family of sprite objects called enemies, with different sprite object types (zombie, werewolf). I want to create a function called spawnEnemy(string enemyType) that creates a new instance of the enemyType passed (zombie, werewolf, or random if nothing is specified), after which I want to set some common instance variables.

    My logic looks like this:

    The issue is the bottom section (starting with setPlatformDisabled) seems to run for all existing enemies, but I just want it to run for the enemy created above. What should I be doing differently? FYI I also tried capturing and using the UID like this but it didn't help:

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pandabear7413

Member since 9 May, 2021

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