dop2000's Recent Forum Activity

  • since the textWidth expression is delayed a tick

    In C3 it's no longer delayed. You can set text and access textWidth or textHeight immediately.

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  • There is a similar idea, Ashley said it's not planned..

    construct3.ideas.aha.io/ideas/C3-I-726

    .

    You can make your own z-elevation system with events - move and scale objects slightly depending on their relative angle and distance to the player.

    Or use DrawingCanvas to offset z-elevation sprites. See this demo I made:

    dropbox.com/s/f30bwrkam5dwwnw/ZElevationOffset.c3p

  • Why do you need different timer names? Can't you run all timers with the same name and check the variable inside the "On timer" event?

    Object On Timer "cooldown"
     For each Object
    	Object.var=1 ... do some actions
    	Else Object.var=2 ... do some other actions
    

    Note, "For each" needs to be inside the "On timer" event in case multiple timers are triggered in one tick.

  • How do you know that previous timers stop? Did you check them in Debug Mode?

    I'm guessing the timers keep running, but "On timer" is not triggered for them. If you need to use "On timer" like this, you have to put it into "For each" loop:

    For each Object
    	Object On Timer "Name"&Object.var
    

    This is not a very good usage of the timer, because you need to run this loop on every tick, but it should work.

  • but every time I change the instance variables to start a new set of objects with different a timer setup, the previous set of timers stops.

    You mean you create a few new instances, start timers for them, but this stops the running timers on previously created instances?

    This should not happen. You are probably not picking the right objects in your loop. Can you post a screenshot of your events, or project file?

    .

    Also, this event will not work:

    OBJECT On timer "Name"&ObjectInstanceVariableName Actions

    "On timer" events need to be hardcoded. Or you need to check them in a "For each" loop on every tick.

  • The original tutorial recommends creating a transparent playerBox to handle collisions.

    It's still a preferred method. You can position Player sprite to playerBox on every tick, or pin it once on start of the layout. The only problem with Pin is that it updates player position at the end of the tick. So, for example, if you are using image points on Player sprite to spawn bullets or to attach weapons, with Pin there may be a small lagging effect.

    an issue where the enemies don't collide properly with the edge barrier and end up falling to the bottom of the screen

    This may happen if the enemy's collision polygon is not symmetrical (relatively to its Origin point), or if it has animation playing with different collision polygons. What happens in this case is the enemy collides with the barrier, turns, collides again and turns again.

    See this file demonstrating the issue:

    dropbox.com/s/ac9suehzb8pcowy/PlatformEnemies.c3p

  • If your current export is, say, 100MB, it will only significantly grow in size if you add more assets to the project - images, sounds, big files. Other things like the amount of code, plugins used etc. are negligible.

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  • You may have a wrong version of plugin installed. Try plugins from this file (uninstall previous version first!)

    dropbox.com/s/mca7fkjbxqs8vkw/litetween_C3.zip

  • It's easier to use BBBox** expressions.

    dropbox.com/s/cxojv9oqh15f870/Dragging%20Precise%20Collision2.c3p

  • I tried that C2 Barrel effect, and it basically works like Bulge - distorts on both X and Y axes.

  • Rotation expression starts at 0 even when you set offset angle to 200. So you can use it like this:

    Variable counter= -1
    
    Compare two values: Sprite.Orbit.Rotation<5
    Trigger once
    	Add 1 to counter
    

    Nepeo , An integer OrbitCount will have a limited usage. I think an expression like DistanceTravelledInDegrees will be more handy. So, for example, if you need to stop after 1.5 rotations, you can do DistanceTravelledInDegrees>=540

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