BeatsByZann's Forum Posts

  • Added feature request to allow Pinning of the Instance Variable, Behavior and Effects bars. github.com/Scirra/Construct-feature-requests/issues/682

  • Found it. Ironically the more you try to click off the pinned bar to get it to close the longer it stays open! Posting to github now.

  • Ashley First of all, thanks for taking our feedback. I'm really excited about the new screen setup and workflow possibilities of the pinned bars. Second, there is some sort of bug. I haven't nailed it down yet but I've gotten the bar to stay open after clicking off of it onto the workspace. I've gotten from 2 seconds as measured by a video screen capture I took and at least five when I wasn't recording. I don't have it nailed down yet but it has something to do with clicking off of the pinned bar more than once within some time period. I'll try to get exact repro then post a bug with video in Github.

  • Ashley Thanks for taking the time to read and respond. I look forward to the changes that that you can make easily for the next beta. My issues with losing the bars and getting logged out was solved by others in the discord, I was installing the PWA from a stable release, and then installing beta releases from the startup prompt which caused my login to drop whenever I restarted the editor, and I had to click to update each time I restarted. Once I installed the PWA direct from the beta release the issues resolved. Also, I turned off editor animations in the settings and for myself at least that effectively sped up the pin transitions to where I was comfortable. The one issue I still have is that clicking off the pinned onto the workspace does not instantly close the pinned tab. I follow your points about stickiness when just moving the mouse off the pinned tab, but if I am clicking on an event sheet I am indicating that I wish to start working on it, which I can’t do until the pinned bar collapses because its covering up either the left side or right side of the event sheet. I feel like clicking on the workspace should immediately cause the pinned bar to start to collapse (or collapse it instantly with editor animations disabled). Currently if I click on the event sheet there is good 1/4 to 1/3 second delay before that happens. It’s just long enough to be annoying. Anyways, overall great new (returning) feature!

  • Can you post a screen shot of your events? It's really hard to tell what you're doing wrong without seeing what you're actually doing.

  • Ashley, Tom Since Pinned Bars are a new beta feature I wasn't sure whether to submit these as bugs, feature requests, or just give feedback in the forums so I chose the latter. These are written in the first person but were made in collaboration with TackerTacker.

  • My mind is boggling at the document you linked nerdError. I can't read a word but it sure seems like somebody went through a lot of effort to tease out a lot of the engine quirks.

    While I'm curious what the author found and the conclusions they arrived at, I think ultimately I'm more interested in blogs from Ashley to get updated insight into the current state of the engine and various features. Just having that additional understanding should inevitably lead to better programming since you know what's basically going on under the hood and can make smarter predictions on how something will work.

  • And in terms of documentation, i understand all the complications. My only wish is that internals of the C3 were explained better. Like how renderer works, how it optimizes things and such. Even just in broad terms. And even if some of it may become deprecated, it's still a hint and better than completely nothing

    nerdError If you are looking for a renderer overview have you read this blog post yet?

    construct.net/en/blogs/ashleys-blog-2/construct-webgl-renderer-works-917

  • Yeah, my solution was just to get the OP started and getting in the event block mindset. State Machine patters like above are the go-to for enemy ai (and many other elements of video games). Also, remember that line of sight has a distance parameter so you can control how close the player gets before the enemy "sees" them.

  • Construct was built for people who don't know how to code. In the layout right click on your enemy, select 'Add' and then 'Behavior". Add the Line of Sight and Move To behaviors. Then, in your event sheets check if the enemy has Line of Sight to the player, and if true move the enemy to the player object.

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  • You'll want to read the manual entries for the Line of Sight, Pathfinding and maybe MoveTo behaviors. Then from the start panel click on the example browser link. In the example browser search for those behaviors to get a bunch of example projects you can download and look at. I suggest finding one that is closest to what you want and using that as your base.

    construct.net/en/make-games/manuals/construct-3/behavior-reference/line-of-sight

    construct.net/en/make-games/manuals/construct-3/behavior-reference/pathfinding

    construct.net/en/make-games/manuals/construct-3/behavior-reference/move

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  • mOOnpunk very true but that descriptive text isn't shown in the event sheets. Which means if you have trouble remembering you have to click into the action every time instead of just looking at the sheet.

  • I prefer oosyrag 's use of "Collide" and "Ignore". I personally have never had a problem remembering this, I just mentally swap "Exclusive" to "Exclude" etc., but fedca 's example interpretation of "exclusively collide with tags" is grammatically valid and very likely the first-glance interpretation of most people, especially ESOL users. Its a far more common usage in everyday speech as opposed to current text which I don't think I've ever heard spoken aloud in my life. The only places I can remember seeing it used in writing were in math text book sections on sets and in legal contracts or insurance policies where they are listing items to be included excluded from said document. Not exactly the wording most people will default to or even have any experience with.

    • In a sprite with multiple animations, changes to image points and collision polygons sometimes are not saved. I think this happens more often after adding/importing new animations, but I couldn't reliably reproduce this bug.

    Seen this as well, many times.