usbtypec's Forum Posts

  • Your biggest help will be the first person platformer example, it has all the stuff you need.

    I will say this though, for pretty much anything 3d, I would recommend a different engine such as Godot or Unity. Construct, while able to do 3d, isn't built for it and it will be twice as hard as just using another engine.

  • You'll need to send a picture of the events or share the file, nobody can really do anything if we can't see what it wrong.

  • Recently I made a forum post about an issue with timeline animations, I'm simply asking the question again since it didn't get answered and it could potentially be a bug with the editor that Ashley didn't see since the post was made during their break over the holidays.

    To sum it up, the timelines aren't being affected by anything, whether its events, changing the timeline, or even just deleting them. No matter what I do, it plays the timeline animation without me even ever telling it to do so.

    To do more testing, I opened a new project and added a timeline, and it behaves normally, so why is this only happening in one project? Am I doing something wrong or is it an editor problem?

    In the post I linked there is a screenshot of the events I am using, even though they aren't doing anything.

  • After doing more testing, I think it could be an issue with the editor. Even after I deleted the timeline itself, it still plays on its own and never stops. Events don't have any effect, and the timeline plays on its own, even if there are no events telling it to start.

    Edit: Changing the timeline (such as the duration or the keyframes) also has no affect.

  • So I'm making some timeline animations to show a sprite in an idle and moving motion, but the problem is that the idle animation will begin to play, but it won't ever stop, and the move timeline won't ever play. How do I fix it? Is it a problem of instance selection?

    I included a screenshot, here it is:

  • I don't use many addons but skymen's Radial Progress is really useful and I use it very often (Link)

    Idk about any others, the only other addons I've used were paradine's multiplayer tutorials.

  • Try this:

    For 0 to 10 (or whatever the size of the array is): Array -> Set at X -> X: loopindex, Value: 500^loopindex

    If you want to change how fast it increases, change it to 500^(increaseRate*loopindex)

  • (I haven't used these much so I'm not sure how useful I'll be, this is probably a question for the more advanced users, but I'll try)

    The built-in multiplayer plugin is definitely better for turn-based games or games that don't suffer from latency, because it will always have some sort of latency no matter what, which can suck for competitive games like you described. I don't know much about photon or node.js, so i won't say anything about that.

    As for those exporting options, consoles require third-party services to transfer the game to consoles (such as Chowdren). I think you can export to steam (I think using NW.js, i may be wrong), but I have no idea about steam deck. Exporting to mobile is an easy option, too. Construct is great at exporting for mobile.

  • Nevermind, I found the issue. My device had auto-rotate off meaning I couldn't preview it correctly.

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  • I use Remote Preview to test out games I make for mobile devices, and it has proven to be very useful. However, whenever I preview a project in landscape, my device keeps the portrait orientation meaning that the project is only using the horizontal space meaning the project is really small.

    Is this a problem with Construct or a problem with my device?

    I'll try to get a picture to show what I mean soon.

    Tagged:

  • I'm not too sure on how to do the scroll bar, but i think there is a tutorial on that by Lessis Games on youtube. As for saving the messages, you could try saving each message in order in a 1-d array that grows as more messages are stored, than save that using localstorage or whatever other method.

  • Even though what R0J0hound suggested is probably better, there is also the Ghost Racer example in the example browser that stores your time and replays it, maybe check that out too.

  • Glad that something was fixed. What other collision issues are still there, if any?

  • I've messed around a bit with your project, and I'm just as confused as you are. I do have a question though, and maybe a possible fix.

    - Why do things such as the mower and the cat have TileMovement? Are you planning to make them move? Because if not, disabling that behavior fixed the pushing issue for me.

    -One issue with the hitboxes could potentially be because the sprites change size? For example, if you are walking up and then walk right, the size of the player changes and perhaps this is causing some of the strange collisions?

    Sorry if this didn't work. I can try to help some more later.

  • Glad I could help!