Column's Forum Posts

  • You can use the Timeline Controller object's 'Set instance' action to set a different instance to play a timeline with. See the Timeline instances example. If you want to play for all instances, you could try something like 'For each Sprite - set instance Sprite, play timeline'.

    Nice it's work thank you, now I just remembered that there is no Transform Skew X/Y feature here 😅😭.

  • Long story short, I want to create an animation for my trees to sway as if blown by the wind using the Animate feature. However, I realized that the animation only applies to a single instance object (one UID). So, how can I implement it for all tree objects? Is there a way to apply the animation while ignoring the UID?

  • I am not a fan of the every tick condition even existing. Every event is evaluated every tick unless it's a trigger so adding or removing every tick literally does nothing.

    This sometimes tricks people that hear the advice "avoid running events every tick" to think that just not using that condition would improve performance.

    ah, that's right,

    Every Tick is just an alternative to Blank so that the condition is described

  • Well if you are "lazy" like me, you can leave it blank as a visual cue to quickly distinguish whether the event run on 'every tick' or else.

    I also often empty events, apart from that I also often use them as an alternative to groups, so I can shrink the code and hide it, I can also create local variables there, this is a very useful feature

    hehe

  • They are the same actually so you can't be wrong using every tick or leave it blank.

    ah ok,I think there will be an impact on performance

  • I've always wondered if both methods are equally effective,

    I don't know, I don't understand

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  • I've always wanted to make something like this, but I've never found a way, how to make overlapping objects shift automatically in random directions/closest distance?

    This also applies to enemies that collide with each other.

    I don't know what keywords I can search on the internet to find the tutorial part.

    can anyone give me help?

    Tagged:

  • This means that there is no way to regulate it directly.

    and the alternative is that we have to group them ourselves with certain names and add an ID to the name

  • please, is this possible to do?

  • Hello friends

    I want to ask about Touch.XAt(Self.Id)

    (Multi-touch case)

    Can you add this to the selected layer or not,

    Normally Touch.X("Control")

    could this be Touch.XAt(Self.Id, "Control")

    Tagged:

  • is it possible to create a zoom in/out system in Construct 3 without using Layer Scale?

  • Ashley plazatin

    hey yo, this is a very nice thing and very easy to implement, thanks

  • hello me does anyone know this solution for all latest constructs? I want to make one of the words in a text object have a different color.

    i came across the same problem but it was in a very old thread,

    construct.net/en/forum/construct-2/how-do-i-18/different-text-colors-text-45631

    so I think all the latest stuff that's in Construct right now does it support it?

  • I mean you can fiddle with the collision more. It may work better if the ball has a box collision and isn't rotated at all. You can use the "set angle of motion" to let you shoot where you aim.

    If the bullet behavior's bounce still isn't acceptable you can use the physics behavior instead to move the ball. Give the tilemap and the ball the physics behavior, make the tilemap immovable, and when you launch the ball you'd set it's velocity with:

    set velocity to (speed*cos(angle), speed*sin(angle))

    You may need to fiddle with some of the ball's physics properties to tune it. Stuff like collision shape and elasticity. You may need to disable collisions between balls or change the gravity with events.

    If that still isn't satisfactory you can calculate the surface normal of a collision and do the bounce with math. Here it bounces a perfect ball with a tilemap. This gives more control but isn't as simple to drop in.

    https://www.dropbox.com/s/r7ptcicrw0k753w/bounce_sdf.capx?dl=1

    wow this is the most stable bounce behavior i've ever found in construction, and you made a physics manual, looks good, thanks R0J0hound i'll learn this more

  • Do you have physics enabled somewhere?

    Hard to guess what's wrong without seeing your project. But something is definitely not normal. As far as the bullet behaviours bounce by itself goes, it should not be doing that.

    oosyrag

    I don't use physics anywhere, and I always minimize the use of physics.

    actually this problem I often find since I use C2

    only bullet behavior and enable solid bounce off property

    --------

    I made a simple example, please check and experiment with this bug '-'

    dropbox.com/s/rmxcvmttassmho1/tes%20bullet%20bounce.c3p