larrynachos's Forum Posts

  • I'm gonna do it! I'm really gonna do it!

    Ashley

    This seems like a result of the Z elevation functionality coming long after the particle object, so it's not fair for me to be upset, but I am very frustrated. My only solution now is to make the whole thing using sprites and events x.x

    This is my official request that you add Z compatibility with the particle object. I'd like for particles to remain at the Z elevation they were emitted at, and also for the ability of particle objects with an object set to it to emit that object at the particle object's z elevation. Bonus points for additional particle parameters to allow particles to spawn randomly on the z axis, as well as have movement on the Z axis

  • Still haven't gotten this to work in a way that I can have particle cosmetics for each player x.x

  • I thought I could get around it by having the sprite object be the parent, so the sprite object would be attached to the player and the particle emitter would be attached to the particle sprite. But again, when spawning these at runtime it doesn't work.

    I did not think it would be this hard to spawn particles, customize their look via sprites (can't set animation or frame), etc x.x

  • Wondering if this is a feature not a bug, I guess I can influence the Z elevation of the particles by changing the Z elevation of the sprite. I guess I just need to change my approach.

  • Bump, help meeeeeeeeeeeeeeeeeeee!

    Getting a little closer to figuring it out, turns out having the particle object use a sprite as it's image constrains the Z to 0 always. Very frustrating x.x Any solution?

    Also, when are we getting a 3d particle object? Give us that Z control!

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  • I'm having an issue with particles and Z elevation. If I parent a particle to the player in engine and test, the particles snap to the player's Z elevation. But if I spawn a particle system at runtime and set the particle z elevation to the player, the particles always show at Z elevation 0, even though in the debugger it shows the outline highlight box at the same Z elevation as the player.

    edit - Oddly enough, on a different layout I am able to spawn a particle system in the distance (-zelevation) and have it move towards the screen a little every tick, and that worked just fine.

  • I was going to make a thread but I will just bump this one. I would love to make an app to run on the watch. Closest I've gotten is hosting an html online and accessing through the browser

  • You can do this using a Tween behavior and playing a 0 - 1 animation using the Tween Value.

    Here is an example: download

    Another solid solution, I'll keep this in my back pocket!

  • Hey, I have created a 3rd party timer behavior that has this feature (and also has better performance):

    https://www.construct.net/en/make-games/addons/1236/trigger-timer

    Thank you so much! I already had this plugin installed but it was an older version without the any timer trigger. This rocks!

  • I am making timers procedurally for my multiplayer game, using the peerIDs. However, the timer behavior only allows for an "On Timer 'Tag'".

    I want to be able to do something like:

    On Any Timer

    Timer = PeerID

    Delete PeerID from Array

    I may be explaining it poorly but this is the gist of it I suppose.

  • What I thought would be a relatively simple mechanic to implement is actually becoming the bane of my existence T.T

    Basically, I have moving platforms that bounce off of each other, the borders of the level, and platform blocks. Initially I was having trouble with the "bounce off solids" behavior, so I opted to disable it and have all of the bouncing be triggered by collision events instead.

    In very simple configurations, it works perfectly

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    It also seems to work just fine when they bounce off each other

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    The issue seems to arise when I have tiles with corners, they just seem to pass right through them. I've double checked that all the tiles have collisions enabled in the tilemap, so I'm not really sure where the problem's coming from.

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    help me please mommy

    Here are all the events that handle the mover blocks

  • Since I've failed to get the spriter animation plugin working on c3, I've resorted to using the timeline feature to animate my characters, but there are a few hurdles I need help with:

    1. Is there a way to use the timelines on multiple layouts? I have a layout for single player and multiplayer, they're both effectively the same but when making timelines I currently have to duplicate the timeline and replace the instances.

    2. Is there a way to mirror animations? The game is a 1v1 battle game, and I can't find a way to mirror the timelines for the opponent besides making an entirely new set of timelines for the opponent.

    Any other tips/tricks you have regarding timeline workflow would be very helpful! Thanks yall!

  • Is anyone else still able to use this plugin? On the latest plugin version, C3 beta version, and spriter version, dragging a zip file into c3 imports the .scon, creates a blank .scml, but imports no sprites. If there's a different combination of c3 version/spriter plugin version that would work better, please let me know!

    Bumpity bump, really hoping I can find a solution for using spriter in c3. I had it working in c2 years ago. If the plugin is incompatible, has anyone had success using the spriter.JS library in construct?

  • Is anyone else still able to use this plugin? On the latest plugin version, C3 beta version, and spriter version, dragging a zip file into c3 imports the .scon, creates a blank .scml, but imports no sprites. If there's a different combination of c3 version/spriter plugin version that would work better, please let me know!

  • Bumpity bump.

    THIS HAPPENS WITH THE ADJUST HSL EFFECT AS WELL.

    This happens on all exports. Also I misspoke, when effects are disabled the sprites appear normally, but when I enable the effect the sprites that are overlapping my fade gradient sprites (destination out) disappear completely.