Kafaadami's Forum Posts

  • > I've created my main and in-game menus, and I can navigate them using the mouse with hover and click functionality. Now, I'd like to enable selection and interaction using a controller. How can I achieve this?

    >

    > Thank you!

    >

    >

    here is a example using keyboard u just need to swap the inputs of keyboard with the controller ones.

    i added also the controller/gamepad function now if the controller is connected will disable keyboard and if gamepad disconnected keyboard is active.

    might need some adjustments for gamepad inputs as i dont have one and not sure if will work properly. hope it helps.

    https://drive.google.com/file/d/1Gd6ocwDnS_hNcgZQYkUvI-9kkYge2XZX/view?usp=sharing

    Thank you so much, this was exactly what I needed! I really appreciate your detailed explanation and the example project <3

  • I've created my main and in-game menus, and I can navigate them using the mouse with hover and click functionality. Now, I'd like to enable selection and interaction using a controller. How can I achieve this?

    Thank you!

  • Add a condition "Click animation NOT playing" to the first two events. Press C to add another condition.

    Add another event - "On Click animation finished -> Play Idle animation"

    It worked! Thanks a lot!!

  • I created 3 different animations for the 'Play' button in the main menu (Idle, Hovering, Clicked). The Idle and Hovering states are working, but when I click the button, it doesn't switch from the Hovering state to the Clicked state.

    How can I fix this?

    Thank you!

  • That's better. I notice that you have set timescale 0, but at the same time you try to perform a tween. That's what causes the issue. With timescale = 0, your tween simply stops executing, and that means that your menu will never re-appear. To fix this, filter out the menu from the global timescale. Just enter set object timescale = 1 for the objects that are supposed to move when pausing. Like this (I tested and it works as expected)

    It worked, thanks a lot! You're a lifesaver <3

  • That's because you check if the layer is visible at every tick, so when you press Start the actions that make the menu visible run first, but are then immediately followed by the actions that make that same menu invisible.

    To fix this, write as main condition:

    On gamepad 0 Start / Menu pressed OR On Escape pressed

    then, insert two different sub events:

    - if Layer "PauseMenu" is visible -> display pause menu

    - Else -> hide pause menu

    Like so? If it is; the result is still the same.

  • Hey there!

    I'm trying to create a Pause Menu for my game. I want it to open with the Start button on the controller and close with the same button. Currently, when I press the button, the game pauses, and when I press it again, it resumes, but the menu doesn't appear. How can I fix this issue?

    Thank you!

  • Use a global variable to toggle on/off so a bool or set to 0/1. Then have conditions, if var is on/off, related to actions 'platform object set collisions enabled/disabled'

    Solved, thank you!

  • I want to add switching platforms to my platformer game.

    There will be 2 states;

    On and Off.

    On: Collider is on.

    Off: Collider is off.

    If it's in the "Off" state and the player gives input it will turn to the "On" state and the player can jump on it.

    And if it's in the "On" state and the player gives input it will turn to the "Off" state and the player can't jump on it.

    How can I do this?

  • > > Here's one way of doing it.

    > >

    > > github.com/Wackytoaster/c3examples/raw/main/coyote.c3p

    >

    > I can't open it because I have a new version :(

    A new version? Just open it with editor.construct.net/beta

    It's opened, thanks!

  • Here's one way of doing it.

    https://github.com/Wackytoaster/c3examples/raw/main/coyote.c3p

    I can't open it because I have a new version :(

  • Can you add information and tell us what you mean ?

    I added a Coyote Time mechanic but it always enabled. After the player leaves the ground it can jump whenever you press jump. I want to add a timer to it. So it can only jump after 0.2 seconds after leaving the platform. I also use this global variables for coyote time.

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