Kashin Ginn's Forum Posts

  • I never realized we had this behavior..

    The issue is that the Flock action needs to run every tick so the boids continuously update their movement. In your project, it's only being called when the F key is pressed, so the flocking logic runs just once instead of continuously.

    You also need to destroy charBirdSil on start of layout and create another one at a proper position once. Then it will work.

  • Not sure what you mean or what exactly the problem is...

    You uploaded only 1 file (New project.caproj)

    You should upload the whole project folder or save it as single file then upload it again.

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  • Hey, no problem! Don't worry about it.

    I'm active on the forum most of the time, so if you have any issues or questions, just post them and I'll be glad to help when I'm available.

  • Obviously, only the "Blink" timer issue was fixed. Your visual blinking animation still isn't working because the "isShinning" boolean never gets turned off properly.

    Lines 281, 283, and 284 appear to be unnecessary, so you can disable them.

    Assuming you want to set GlowingFirefly's visibility based on the Firefly's boolean..., you should pick by comparison like this.

  • I meant after the fix I mentioned...

    But here's what needs to be updated.

    Line 281 has every random(0.3,0.8) where the time is smaller then your timer "Blink" which is random(1,2), so it will restart the timer "Blink" in less than 1 sec and your timer will not be triggered.

    That should be it..., nothing should stop the timer "Blink"

  • J.Lucas

    Hey, can you screenshot your events again?

  • Most of your events can be optimized...

    Anyway, from the manual

    Start timer

    Set a new timer, or if the timer exists, re-start it with new options

    So what's the point of using regular if you are starting the timer again after :

    On Timer "blink"

    Solution :

    Switch the timer "blink" to "Once" instead of "Regular" everywhere.

    Also, the issue might be coming from line 281 where you are restarting the timer every random(0.3, 0.8) seconds, while the timer duration itself is around 1–2 seconds. So the timer never reaches its trigger condition.

    Remove the action -> Start timer "blink", at that line

  • A "For Each" loop will not work properly below a compare condition... unless the compare condition for the distance is replaced with "Pick by comparison" in the system condition.

  • How about.. you upload an example so the devs can check.

    Create a rapid proto

  • Tom

  • I've been using that for the past 7-8 years in C2 and yeah it works in C3

  • citron2010

    Also, keep in mind that enabling "Force own texture" can slightly reduce performance on mid-range devices but this method does NOT require it.

    It does work? "Force own texture" should be OFF

    Preview:

    Events

  • Wait.., you can do this easily by using a pre-made rounded corner mask. You only need a single mask object, along with the sprites that you want to have its corner rounded.

    Steps:

    1) After creating each sprite, spawn the mask below it (1 z-index below it)

    2) Pin the mask to the sprite

    3) Set the mask's blend mode to "Destination Out"

    3) Set the sprite's blend mode to "Destination Over"

    Also, keep in mind that enabling "Force own texture" can slightly reduce performance on mid-range devices but this method does NOT require it.

  • In layout "Tutorial", the sprites "Coworker B2" and "PaperworkB" have their Initial Visibility unchecked. They are spawning correctly, but remain invisible. Enable their visibility in the "Tutorial" layout.

    Alternatively, you can use the sprite event:

    "On created" → "Set visibility" to Visible.

  • Can you also test on a simple project exported with cordova? This reminds me of the webview issue for mobile devices