XHXIAIEIN's Recent Forum Activity

  • R344 Platform inconsistently when side close to the wall still moving. Since this is not a bug, it was not committed to github, just wanted to discuss it here.

    Take the built-in platform game example as an case: In the R366 version, the Platform will not be considered as 'is moving' when it side close to the wall, When he moves to the edge of the wall, he will stop and no particle animation will appear. But on R344 it behaves inconsistently.it will still be moving.

    R336: When walking on a wall, it stops.(Animation: Idle, particles: stop)

    R344: When walking on the wall, it will continue to be moving.(Animation: Walk, particles: playing)

    This is a screen recording of the same example in different versions, you can observe the difference between R336 and R344.

    Open Example .c3p R336 R344
    #open=world-to-hud-position Example1-R336 Example1-R344
    #open=shockwave-spell Example2-R336 Example2-R344

    details: Windows 10 / Chrome 113.0.5672.129 / Approx 8 GB / NVIDIA GeForce RTX 3050 / Direct3D11 / WebGL 2.0 / Monitor 60 Hz

    ----

    Is this a BUG? Not exactly. It's just a tricky way to rely on "abnormal" platform performance. Because on other monitors, the above situation is different. Here is an observation of the same case at 144Hz:

    Example2-R336

    R344: When walking on the wall, it's twitching

    R336: When walking on a wall, keep animation playing.

    Apparently R344 is look better.

    In order to adapt to this change, I had to change the method of control player animation, so that walking on the wall can stop and no longer create dust particles. For example, in the case of CAE BRIDGE(#open=cave-bridge) , VectorX is used to judge based on the speed of movement.

    If possible, I wish Platform could have more control over the behavior near the wall. For example when close to a wall:

    - keep moving

    - slow down until stop

    - stop immediately

  • In "Tween On Finished" event you can pick all sprites and check if any of them are still running tweens.

    I tried this method but it does not seem to work. I also tried using On "Tag & loopindex" Finished to judge the last played Tween, but that doesn't seem to work either.

    It is always displayed before the last one has finished playing.

  • I want to make an opening animation of the sprites entering in order and start the game when they are all done. But How do I wait for all Tween play finished in the 'For each' loop?

    This file is to want to wait until all Tween completed, and then display the button.

    cdn.discordapp.com/attachments/253490735268102144/1113389910553022484/tween-wait-complete.c3p

    I know I can hardcode it to wait 2 seconds and display it, but I'm wondering if there is a way to use 'wait for previous actions to complete'.

    One more question, how should I make sure that the AJAX requests for files, maybe three or five files, wait for them all to finish loading before starting the header animation?

  • template challenge room

    editor.construct.net

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  • Maybe I need a 'Sine In' or 'Sine Out' wave

    Current:

    Expected:

  • Cheatsheet:

    Level 1

    {
     "name": "Cheems",
     "age": 18,
     "score": 100
    }
    

    return "Cheems"

    JSON.Get("name")
    

    -----

    Level 2

    {
     "team": 
     {
     "name": "Cheems",
     "age": 18,
     "score": 100
     }
    }
    

    return "Cheems"

    JSON.Get("team.name")
    

    -----

    Level 3: Array

    {
     "array": [123, 456]
    }
    

    return 123

    JSON.Get("array.0")
    

    -----

    Level 4: Array

    {
     "team": 
     [
     { "name": "Cheems", "age": 18, "score": 100 },
     { "name": "Marmot", "age": 17, "score": 95 }
     ]
    }
    

    return "Cheems"

    JSON.Get("team.0.name")
    

    -----

    Level 5:

    Note that it does not start with {}, but [] as a JSON array

    [
     {
     "name": "Cheems",
     "age": 18,
     "score": 100
     },
     {
     "name": "Marmot",
     "age": 17,
     "score": 95
     }
    ]

    return "Cheems"

    JSON.Get("0.name")
    

    -----

    Level 6:

    {
     "team": [
     {
     "name": "Cheems",
     "age": 18,
     "score": 100,
     "fruit": ["Apple", "Banana", "Cherry", "Durian"]
     },
     {
     "name": "Marmot",
     "age": 17,
     "score": 95,
     "fruit": ["Apple","Berry"]
     }
     ]
    }
    

    return "Banana"

    JSON.Get("team.0.fruit.1")
    
  • Currently C3 typewriter unable to do this. You can vote for this feature here.

    construct23.ideas.aha.io/ideas/C23-I-24

    This is a way to use len() and mid() to make a typewriter.

    cdn.discordapp.com/attachments/225550155531812865/1100092755297980527/typewriter_pause.c3p

  • Maybe something like this?

    editor.construct.net

  • Try changing 'direct movement' to 'None'

  • Example by skymen(use TileMovement)

    cdn.discordapp.com/attachments/225550155531812865/993749945897209897/tile_movement_pathfinding.c3p

    An other Example (use MoveTo)

    cdn.discordapp.com/attachments/225550155531812865/1098303369132650683/GridPathfinding.c3p

    Edit: Note Set Pathfinding Behaviors 'Direct movement' properties to 'None'

  • You don't need to use scripting to call a function from a string. The event system allows for this too with the function maps feature.

    The current documentation on function maps is so vague. and the editor '#function-maps' examples also simple. I'm trying to understand, but I still don't know how to use it. Documentation only said, the function maps is very useful. But you didn't explain how it is useful and how it should be used. Can you write more detailed documentation for it? or contact Viridino Studios to show us more examples of how to use it?

XHXIAIEIN's avatar

XHXIAIEIN

Member since 26 Mar, 2016

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