sho_nakano's Forum Posts

  • I think the problem is because you set your event like this:

    Touch is touching fam_ducks -> call squishDuck

    and inside squishDuck you use this:

    System every tick -> duck Tween_squish splash stuff

    because the function doesn't pick any duck or fam_ducks, then the action duck Tween_squish applies to ALL DUCKS.

    Do you call function squishDuck somewhere else? If not, then maybe you don't need it, and you can just call the tween action at the touching fam_ducks event. I assume this Tween_squish behavior is from the family and not from the individual duck, if so, you can do this:

    Touch is touching Fam_Ducks -> Fam_ducks Tween_squish actions

    Make sure than you're tweening the Fam_Ducks family and not the duck, because at the event touching Fam_Ducks Construct already picked the member of the family for you to manipulate. If you use duck Tween_squish, it will apply to all the ducks again since your event didn't pick any duck

  • From what I've seen from the documentation here: construct.net/en/make-games/addons/1105/steamworks/aces there doesn't seem to be a way to use Steam's stats, we can only unlock achievements.

    Is this a known bug? Or is there a future plan to include way to change stats in the plugin?

  • Construct 3 has a TON of examples including guided tours, there's no need to google basic things to start learning the engine.

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  • You may not like it, but AI is here to stay. Those who don't use it will be left behind.

    I've heard this a lot for years, but I haven't seen a very good (or even decent) game made by AI.

  • I just saw a YT video talking about AI in Godot's PR code and Unity's new AI tools, and the host said that all engines are using AI now.

    I'm glad to see that Construct isn't going the AI route.

  • You're right, it just depends on the parameter I put in the choose() and random() then

  • so, I'm making a card game and now I'm at the part where I write the enemy AI. For now, the only way to write the AI that I can see is to make several events so that the enemy can pick the action depending on the condition.

    But if I do it like this, I'm afraid there won't be a randomness to the enemy AI. I know that this will likely lead to making enemy patterns, but I also want to add a bit of randomness in it.

    I'm curious on how others make this kind of AI in their game? Thanks.

  • For now restarting Construct 3 removes the issue, I can build a debug apk just fine. I'll stay alert of possible crashes in the future.

  • So, I've happily used Construct 3 for years and nothing bad happened, but earlier when I wanted to export my game project to mobile (Android), it crashed and gave me this error message.

    I don't know where to report this, so I put it here.

    Error report information Type: unhandled exception File: https://editor.construct.net/r388-2/main.js, line 1944, col 242 Message: Uncaught TypeError: d.getModifierState is not a function Stack: TypeError: d.getModifierState is not a function at Br.g.Mi.wQa (https://editor.construct.net/r388-2/main.js:1944:242) at fj.g.HDc.Ed (https://editor.construct.net/r388-2/main.js:1946:415) at https://editor.construct.net/r388-2/main.js:1946:139 Construct version: r388.2 URL: https://editor.construct.net/ Date: Sun Jun 16 2024 17:04:30 GMT+0700 (Indochina Time) Uptime: 19920.2 s Platform information Product: Construct 3 r388.2 (stable) Browser: Chrome 125.0.6422.142 Browser engine: Chromium Context: browser Operating system: Windows 10 Device type: desktop Device pixel ratio: 1 Logical CPU cores: 4 Approx. device memory: 8 GB User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/125.0.0.0 Safari/537.36 Language setting: en-US WebGL information Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium) Numeric version: 2 Supports NPOT textures: yes Supports GPU profiling: no Supports highp precision: yes Vendor: Google Inc. (NVIDIA) Renderer: ANGLE (NVIDIA, NVIDIA GeForce GTX 1050 Ti (0x00001C82) Direct3D11 vs_5_0 ps_5_0, D3D11) Major performance caveat: no Maximum texture size: 16384 Point size range: 1 to 1024 Extensions: EXT_clip_control, EXT_color_buffer_float, EXT_color_buffer_half_float, EXT_conservative_depth, EXT_depth_clamp, EXT_disjoint_timer_query_webgl2, EXT_float_blend, EXT_polygon_offset_clamp, EXT_texture_compression_bptc, EXT_texture_compression_rgtc, EXT_texture_filter_anisotropic, EXT_texture_mirror_clamp_to_edge, EXT_texture_norm16, KHR_parallel_shader_compile, NV_shader_noperspective_interpolation, OES_draw_buffers_indexed, OES_texture_float_linear, OVR_multiview2, WEBGL_blend_func_extended, WEBGL_clip_cull_distance, WEBGL_compressed_texture_s3tc, WEBGL_compressed_texture_s3tc_srgb, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context, WEBGL_multi_draw, WEBGL_polygon_mode, WEBGL_provoking_vertex, WEBGL_stencil_texturing

    maybe it will help Ashley or other member to recognize the error.

  • yep, I used tokenAt and it works the way I want it.

  • That might be the solution! I'll try it out and see if it works.

  • So, I have a card object that have a default animation as a back side of the card, and each card will have an element and a power. These elements and power are represented as an animation in the card object.

    The elements are fire, earth, water, air

    The power is a number from 1 t0 10

    so, the animation can be fire_1, fire_2, fire_3, all the way to fire_10. The same for other elements like water_7, earth_6, air_10, etc.

    The cards are not all created yet, since in the game they are still in the deck. The cards are created after the player (or enemy) draw the cards from the deck. I can set the correct animation to play so if the player draws 5 cards fire_1, earth_3, water_8, water_3, air_10, they all show the correct image.

    The problem starts when I want to assign the element and power to the card's instance variables (power and element has their own instance variable). At first, I imagined it'd be similar to JavaScript's split() function where I can split a string to several strings based on the separator. But I just realized I can't do this in Construct 3.

    I already look at the manual and the best thing I can find is search if a string has "fire", "earth", "water", or "air" in it, I can do this to get the element, but I can't get the power value.

    Can anyone help? Thanks.

  • ah I thought I could use peerState. I will try to do your suggestion, I'll update if I found new problems.

    edit: I tried that, and it worked! Thank you.

  • okay, so I'm making a multiplayer game and I'm working off from the Pong multiplayer example. That example waits for 3 seconds before starting the game, but what I want to do is to have both the host and peer to press "ready" button before starting the game.

    I keep getting problem here, I imagine I have to make the peer send a value to host indicating it's ready, and then I have to start the game after both the host and peer are ready. Somehow I fail to do that.

    I use

    is Host |
    is ReadyInRoom | (start game here)
    Multiplayer.PeerState(peerId, "ready") = 1 |
    

    the ReadyInRoom variable indicates if the host is ready, and the peerState indicates if the peer is ready.

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