dop2000's Recent Forum Activity

  • I might just have to give up on it, unless maybe you have any other ideas to try?

    I don't, sorry.

    You can publish this game for free on the Arcade, itch.io, etc.

    construct.net/en/free-online-games

    itch.io

  • There's no delay whatsoever on my PC, the preview starts instantly, and there are no errors in the console log.

    Do you have this delay when running other projects, say, C3 examples like the Kiwi Story? Maybe your Chromebook is just too slow.

    From the Google Play screenshot, it looks like the MainMenu layout loads and some of the graphics appear (the blue tiled background), but other sprites and text are missing. I have no idea why this happens. Have you tried building an APK and running it on your phone?

    There is one problem I noticed - you are using Fantasy font. You need to add it to the project, and make sure all text objects are using the project font, not the system one.

  • You need to share your project file (C3P), not the exported game.

    As for F12 on Chromebook, this is definitely possible:

    youtube.com/watch

  • I can share the file, I am just not sure how to, I don't see an attachment option.

    You need to upload it to a file-sharing service (Google Drive, Dropbox, etc.), generate a public link and post it here.

    Here is the console though, is there something in particular I should be looking for?

    That's the debugger. You need to press F12 in Preview and select the Console tab. Check if there are any errors or unusual messages in the log.

  • I have also reproduced the startup delay when using Construct 3 Preview, so it does not appear to be limited to the Android export.

    So you see the same 1-4 seconds delay every time you preview it in the editor? Have you checked the console log?

    Can you share your project file?

  • Awesome, thank you!

  • Here's where you submit bugs:

  • Maybe you could set an instance variable in the timeline that’s normally a different value. Or if you specify the instance at runtime with the “set instance” action you could try to keep track of it then too.

    The idea is that someone else (not a programmer) will be creating the timelines, and I don't want to complicate things for them. Storing instance UIDs or other identifiers in the timeline tracks isn't much different from hard-coding them in events.

    Here is a possible usage scenario: there are multiple NPCs on the layout. Dialogues can trigger various timelines, which may move one or several NPCs or other objects. I need to know which NPCs are currently being moved by timelines so I can update their appearance accordingly.

    Yes, there are workarounds - for example, I could monitor when their position changes and assume it's the result of a timeline. But I don't understand why there is no proper way to pick the instances controlled by a timeline. Why is there a "Set track instance" action, but no "Get track instance"?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • For example, I have multiple Enemy instances, and I use a Timeline to move one of them. I want to identify/pick that particular Enemy instance.

    The Timeline Controller doesn't have any expressions or conditions for that. As far as I can tell, the scripting API doesn't expose it either.

    Is there a way to pick controlled instance(s) or get their UIDs?

    Tagged:

  • You can surround it with invisible solid borders.

    Or clamp its position on every tick:

    Player set position to
    X: clamp(self.x, Floor.BBoxLeft, Floor.BBoxRight),
    Y: clamp(self.y, Floor.BBoxTop, Floor.BBoxBottom)
    
  • 1. You can write and read files with the File System plugin:

    construct.net/en/make-games/manuals/construct-3/plugin-reference/filesystem

    2. Steam Cloud simply syncs the files across devices, so you don't have to worry about it. You just need to tell Steam which folder you're saving them to.

  • Your question is too broad. I'd start with the Timer, MoveTo, and LineOfSight behaviors:

    Timer to schedule events (like performing the next attack).

    LineOfSight to find the next target within range.

    MoveTo to move to that target.

    The most difficult part will probably be the target selection logic. For example, you don't want every unit to attack the same enemy just because it's the closest one.

dop2000's avatar

dop2000

Member since 26 May, 2016

Twitter
dop2000 has 280 followers

Connect with dop2000

Trophy Case

  • 10-Year Club
  • Entrepreneur Sold something in the asset store
  • Jupiter Mission Supports Gordon's mission to Jupiter
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • Forum Wizard Made 5,000 posts in the forums
  • Forum Unicorn Made 10,000 posts in the forums
  • x5
    Popular Game One of your games has over 1,000 players
  • x2
    Coach One of your tutorials has over 1,000 readers
  • Educator One of your tutorials has over 10,000 readers
  • Regular Visitor Visited Construct.net 7 days in a row
  • Steady Visitor Visited Construct.net 30 days in a row
  • Enduring Visitor Visited Construct.net 90 days in a row
  • Unrelenting Visitor Visited Construct.net 180 days in a row
  • Continuous Visitor Visited Construct.net 365 days in a row
  • RTFM Read the fabulous manual
  • x3
    Quick Draw First 5 people to up-vote a new Construct 3 release
  • x14
    Great Comment One of your comments gets 3 upvotes
  • Delicious Comment One of your comments gets 10 upvotes
  • Email Verified

Progress

30/44
How to earn trophies