fedca's Forum Posts

  • you have on animation finished which is a trigger. I think that is the problem.

    I would put the on animation finished as the first event and then have the others as sub events below.

  • :D I get like one spam e-mail from yodo1 every day, they are really pushing hard to get you to integrate their ad-system into your games...

  • set character angle to angle(character.x,character.y,target.x,target.y)

    this should get you there! :)

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  • just adding a for each loop to the event should do it.

    or instead of the trigger once put a is not animation "destroyed" playing.

  • see the documentation construct.net/en/make-games/manuals/construct-3/behavior-reference/pathfinding

    Sprite.Pathfinding.MovingAngle is probably what you are loking for. :)

  • To add to jsutton:

    you could also look into firebase analytics plugins, there are a few out there for C3, they are mostly payed though.

  • Construct has an auto save/backup system, but that needs to be turned on first. You can find it under setting, scroll down a bit.

    Doesn't help now but migh help for the future :/

  • Hey, take a look at the drawing canvas object.

    you can take a screenshot at the end of the level, load parts of that into four sprites and tween them to get that effect. (while hiding the real level)

  • you can use the browser object and open a browser tab of a google form (or different side) once the boolean is true. https://www.construct.net/en/make-games/manuals/construct-3/plugin-reference/browser see Open URL in new window

    I have used this to make players give feedback on a google form when they finished playing a demo.

    secondly you can use the AJAX object to send data to a server.https://www.construct.net/en/make-games/manuals/construct-3/plugin-reference/ajax

  • if player is on floor and player.platform.vectorX>0 and keyboard press left. Set animation to "skidding" wait 0.5 simulate platform pressing left.

    VectorX gives you the vertical speed of the platformer object. greater than 0 means right, less means left, maybe that helps? with this you even could do skidding only if the VectorX is faster than x.

  • Oh yea you are right, I mixed up which way the layoutScale value zooms in/out!

    glad I could help in some way.

  • how far it zooms out is the third value in the clamp(currentLayoutScale,minLayoutScale,maxLayoutScale)

    set the max value to something lower, like 1 for default for example.

    to reset the camera to the center of the layout when zoomed out you could do something like this:

    if layoutScale = maxLayoutScale set camera postion or scroll to

    x: lerp(self.x,layout.width/2,speedYouWant*dt)

    y: lerp(self.y,layout.height/2,speedYouWant*dt)

  • well, it would work with animations. Load Image from url replaces the current frame in the current animation, so If you have blank frames in placholder animations it would work.

    Defintily could get a bit messy depending on how many and different things you want to laod.

  • You could use an empty dummy object and load images into it on runtime.

  • np!

    You could solve the problem by actually having one large layout and just give the feeling of rooms with camera bounds you change on entering each room. Bacause in that case the enemy would never have to be teleported.

    Is there a specific reason you use different Layouts?