Headbang Games's Recent Forum Activity

  • It's all the same, just download the official C3 plugin instead.

  • Hi there,

    I wrote this tutorial a while back, though I never tried macOS, only windows and linux.

    construct.net/en/tutorials/steam-overlay-achievement-2271

  • Hi,

    I have years of experience with C2 and C3, I made over 100 mini games for clients and for my studio, and a few full features on Steam.

    You can read more about me here:

    headbangames.com/devblog/about

  • Hi,

    I have years of experience with C2 and C3, I made over 100 mini games for clients and for my studio, and a few full features on Steam.

    You can read more about me here:

    headbangames.com/devblog/about

  • Hi everybody,

    Does anyone know if it's possible to mirror the parent bone and get the correct reversed angle for all the children, without manually setting each bone?

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  • Turns out it's a matter of actions ordering.

    set angle to 0 after setting the cycle position fixed the issue.

  • Hi everyone,

    I wonder if anyone came across an issue I'm having and maybe can give some advice.

    I made a skeleton with hierarchy and I'm trying to create some animations with the sine behavior.

    The sine is just controlling the angle of the bones.

    When I change animation, I set all the bones angle to 0 the cycle position to 0, then I set the parameters I need for each bone (period, magnitude and cycle position).

    Now the issue is that even though I'm calling the same function that sets the exact same values, every time I'm getting different results.

    After about the 5th time I call the same animation I will get the actual 0 angle and right offsets. (you can see in the last animation of the first part of the video, I'm setting it to idle a few times, then eventually it get's locked and stay on the right angle.

    Now if I add repeat 5 (less than that won't work) times on the set animation function (see second part of the video), it will always switch to the right angle and offset.

    I'm cracking my head against the wall here, but I just can't figure out why this happens.

    I can use the repeat as a work around, but I would really like to know what I'm doing wrong.

    I can share a c3p file if needed.

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  • Ashley I would appreciate any response in this matter, even if it's "there's nothing we can do".

    Is there a way to get canvas + pasting objects + updating mesh to work together other than having 2 instances and alternating ticks?

  • There is no action to change that parameter in run-time, you can suggest it as an enhancement feature.

    In the meanwhile you can use the trigger "On fade-out finished", then choose to destroy it or not, manually.

  • You can't change the layout size in run-time.

    You should make the layout as big as you need it and limit the view and player's movement to whatever bounds you need.

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  • Ashley maybe we can have the canvas update its mesh at the end of the tick too?

  • That's what I originally did, but that felt like a hack and unnecessary extra canvas and events.

    Ashley is this true? So it is a limitation after all? Any way around it besides 2 canvas and alternating ticks?

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Headbang Games

Member since 5 Dec, 2012

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