Hodge Podge's Forum Posts

  • 14 posts
  • This looks like a bug.

    Reported here

    Hodge Podge

    But I also added another example which uses the hierarchy and sine behavior in the project. It's up to you if you want to use it or wait for DiegoM to fix the issue.

    Thank you a lot.

    I tried using Sine and it works great, but the problem is that there will be several animations for the character's legs and not all of them can be simulated by Sine or Tween behaviors. In this regard, timeline would be a great solution if it worked as intuitively expected.

  • This item was deleted

    There's no way to verify the issue, unless you upload your example

    Oh my gosh, thank you for catching that! For some reason, the link wrapped in text wasn't working. I updated the post and added a direct link. Thanks again!

    ---

    And here's what else I noticed during this time: no matter how the parent object moves (8-direction, bullet, tween), regardless of this, the children of this object, animated via the timeline, sooner or later begin to shift relative to the parent after some time.

    Also, in my particular case, the direction in which the objects shift depends on the speed of movement.

  • I have a character that is made up of separate sprites — head, body, arms, legs. All of these parts are animated separately using timelines. All of these parts have one parent that moves the entire character using 8 direction behavior.

    The problem is that during prolonged movement, the parts animated using the timeline gradually begin to shift relative to the parent object, which “breaks” the character.

    You can see this in the attached example if you run the project, press D, and hold it down for a while. The legs will start to extend beyond the left edge of the character.

    How can I fix this, or is there another way to do it? I can't animate the character using standard animation sequences because, in my idea, it's possible to change the skin of individual parts of the character, and it's impossible to prepare animations for all possible cases.

    dropbox.com/scl/fi/3csgh8t275yizj5nbp9hv/Timline-Issue.c3p

  • Hey, guys.

    Recently finished my very first project on Constract 3 for Google Play. Since this is my very first experience, the game was made very simple and in the style of hyper casual. Any feedback and tips or downloads would be greatly appreciated!

    Download on Google Play

    Watch YouTube Trailer

    Subscribe to Construct videos now

    In Hop Non Stop, your mission is simple but oh-so-exciting: jump from platform to platform, nailing those perfect landings to rack up points or collect shiny diamonds. These precious diamonds unlock hilarious new characters that will keep you smiling as you hop along!

    🌟 Endless Adventure: The game features an infinite level that keeps getting trickier the further you go. How long can you keep hopping?

    🎮 Easy Peasy Controls: Just tap to jump. It's that easy! But don’t let the simplicity fool you – mastering the perfect landings takes skill and quick reflexes.

    😱 Surprise Challenges: Watch out! The game throws unexpected surprises your way, making each jump a thrilling experience.

    Hop Non Stop is all about reaction time and quick thinking. Whether you’re on a quick break or looking to pass some time, this game will have you hooked from the first jump.

    Jump, land, and hop non stop!

  • I don't know where I was looking or how I could have missed it. Shame.

    Maybe it would be a good idea to delete this thread altogether?

  • I recently released my first game on Google Play and through Admob I enabled showing EU User Consent Policy. But the problem is that it shows every time I launch the game.

    In the MobileAdvert plugin I only see events for banner, interstitial, rewarded... I don't understand how to create an event to check if EU user consent policy has already been shown.

    I would be very grateful for help, thank you!

  • I've been researching this case.

    I determined that the player was hitting a solid red object and stopped. He was just 0.1 pixels short of the blue object and the colision did not work.

    This case can be called artificial and it will not happen in a real game.

    But I wanted to solve this problem. There is an option to attach an invisible sprite-sensor to the threat, which will be 1 pixel larger than the player and will be responsible for the collision.

    Here is an example.

    https://kibaga.org/c3-example/file_uploads/index.php?file_name=../MultiCollision.c3p

    It explains everything. Thank you a lot for your time and persistence!

  • It's hard to test it without the source file but I think it stops if you will not do "Scroll to Disabled". Just delete it and try.

  • Add a Mouse object on the layout, then create an event for the mouse "on object click", choose the "Right click" and add action "Destroy object"

  • If I understand correctly, you want to player to pick Object2 (and use 50 opacity) if it is overlapping both.

    Exactly. I want to choose needed result if Player overlaping both. And the most logical assumption is order of events. But for some reason it always choose the same option despite on events order and I am trying to understand this logic.

  • I haven't checked your c3p file yet, but my guess is the order of events is the problem. If I understand correctly, you want to player to pick Object2 (and use 50 opacity) if it is overlapping both.

    Event sheets run from top to bottom, meaning that the easiest way to solve your problem is to do this:

    Player is overlapping Object1 > Set Player Opacity to 10

    Player is overlapping Object2 > Set Player Opacity to 50

    Since Object2 is on the bottom, that means that if it is also run the same time as Object1, it will run last, meaning it would end with 50 opacity.

    Or do you mean second option as in whatever the player collides with second?

    Well, that was first that come to my mind and I tried to change the order of events. For some some reason it doesn't work and changes nothing.

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  • Hi Guys!

    I would really appreciate if somebody could help me solve the next problem.

    I have a Player and two objects in my project. If player collides with Object1 it changes his opacity to 10. If player collides with Object2 it changes his opacity to 50. BUT when both object is close to each other, and the Player collides with both of them it always “choose” the first option.

    How could I make a rule for cases like that to make the Player choose the second option only if collides with both?

    Thank for the help in advance.

    Here is c3p if needed

  • Remove the Ex from rgbEx

    Use rgba instead.

    Thank you guys! Went to read what it is...

  • Hello all!

    I would be very grateful if you could help me to solve the next problem.

    I have a sprite in my project which I would like to change color randomly on the start of layout. Default sprite color is white. When I am changing its color from the Properties panel it works great but when I am doing it from the event sheet using Set color action I get a strange result.

    I don't know what this could be about. Any thought?

    Thank you very much for the help in advance!

    Here is c3p if needed

  • 14 posts