DiegoM's Recent Forum Activity

  • You are looking for the System action Create object. It is used to create an instance of an object type at a given position and layer.

  • I used the mouse position as an example. You can replace the mouse coordinates with any other set of coordinates and the bullet will go there. The logic of calculating the angle would still be the same.

  • The problem is that the second trigger overwrites the changes made by the first trigger in the same tick.

    This is what is happening in one tick:

    1) Click

    2) If blue is visible, set blue to invisible and red to visible

    3) If red is visible, set blue to visible and red to invisible

    You can see that the third step is undoing the changes of the second step.

    What you need to do is have only One click trigger, check for the visibility of one of your objects in a Sub event of the trigger and finally have an ELSE block for that sub event.

    If you do it that way only one set of actions will be executed with each click, instead of both.

  • You can just open the .zip file as if it was a .c3p file in C3, infact .c3p files are just .zip files with a different extension :P.

    Some websites complain when you try to upload files with strange file formats, so changing to .zip works. I do it without even thinking now, so I forget a lot of our users don't even know you can do that.

  • If you enable the Default controls in the platform behaviour and disable the Solid behaviour of GameBackground, then the player instance can move.

    I don't know the details of how the solid behaviour is implemented, but I guess if something is inside a solid, it won't be able to move :P

  • The System expression angle is what you are looking for. You pass it two sets of coordinates, a starting position and an ending position, and it will calculate the angle between the two points.

    In the following example project I use it to set the angle of instances using the Bullet behaviour. The bullets are created at the position of the player instance and then an angle is calculated between that position and the mouse pointer position.

    You should be able to accommodate this idea to what you are working on.

    https://www.dropbox.com/s/b6yvnqojlufxfwk/New%20project%20%285%29.c3p?dl=0

  • You can do this using the System expression unixtime to get the current time in milliseconds. Then you need to use a little JS script to get the time in milliseconds of the target date.

    With those two numbers you can calculate the difference between them, and from the result extract all the different parts of the countdown timer.

    This is a little bit more complex than it seems, so I made a little project. Hopefully this will be useful to others aswell.

    https://www.dropbox.com/s/ro5sukq3sytb42x/New%20project%20%284%29.c3p?dl=0

    The project calculates the time remaining until the 1st of January of 2021, but can be adjusted to count down to other dates as well.

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  • You saved the project as a folder, so you need to go to Menu -> Project -> Open -> Open local project folder and then select the whole folder than contains your project.

    When you save this way, a .c3p file is not created.

  • For this kind of logic you need to be very specific for it to work as expected. That means checking for the state of ALL the options.

    So if the set of answers is [A, B, C, D and E] and the correct set is [A, B], what you need to check for is A = true and B = true and C = false and D = false and E = false.

    In that case, your answer is correct, in any other case it is wrong.

    If you don't do it that way, you will get unexpected results, as you have experienced already. This is because if you only check for A = true and B = true, the code is not taking into account any of the other options, as long as those two conditions are met, the answer is correct.

  • Don't worry about a test project, sorted out the issue. The fix will be available in the next beta release.

  • Try saving the position of the axe when the tree's life reaches 0. Save it in an instance variable in the tree object. Then use that position to check to which side the tree should fall. It won't change again, so the tree will continue to fall to the same side.

  • I am seeing a similar issue, but not quite as you are describing. The Sprite Font doesn't preview opacity properly in the editor, but at runtime it works fine.

    Can you share a project reproducing the issue?

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DiegoM

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