whitkin's Recent Forum Activity

  • I'd like to contact you about work, but can't see how to message you directly. DM me or email me joshwhitkintxt@gmail.com

    I have around 6 years of computer programming experience and three years of experience with construct 3. Check out some of my projects at mel-mogore.itch.io

  • I have a metronome sprite with one 60-frame looping animation. I want to start and stop the animation playing with keyframes on the timeline (not in events sheet).

    Is this possible?

    I tried...

    1. creating a 2nd animation (a single frame) and setting keys for "initial animation" property. The animation changed once, but later keys were ignored.

    2. setting keys on a boolean variable (see attached image) and in event sheet, check it every system tick, and played animation if boolean is set, and stop if not. That created flaky behavior - animation played slowly, and didn't stop when boolean was cleared

    (what I wish for is a play/pause sprite property that I can key on the timeline)

    My fallback plan is don't use timeline, just hardcode timing in events e.g. play anim, wait 5 sec, stop anim, wait 2 sec, play anim

  • rex_csv2array plugin worked fine in my test in c3 (c3p). Please provide a very simple test c3p file to reproduce your issue, thanks.

    I did not find this c3p file. I am looking for a simple example how to use your plugin to read a .CSV file and set to array. thank you!

  • FYI, for others with my issue, there is a new feature in the latest (stable) release "Wait for previous actions to complete." Not sure how it interacts with various parallal processes (e.g. tween) but hopeful this is a useful new tool. Looking forward to trying it.

  • FYI, for others with my issue, there is a new feature in the latest (stable) release "Wait for previous actions to complete." Not sure how it interacts with various parallal processes (e.g. tween) but hopeful this is a useful new tool. Looking forward to trying it.

  • oops. I edited original to include josh at whitkin dot com

  • I'm interested in developing playable ads too. Maybe we can help each other? Happy to chat - josh at whitkin dot com.

  • I'm an experienced game designer learning to code in Construct by building a card game. I'd like a C3 programmer to review my code, help me solve bugs and suggest best ways to achieve certain effects and features.

    Good english is needed.

    I can pay a little, but this is indie / personal project.

    If we like each other, I hope we can work together in the future. I have paid many programmers on game projects in the past.

    My contact info is josh at whitkin . com . full info at www dot whitkin . com

    -Josh

  • What is your email, skype, website, etc?

    Did you find help? I can help.

  • I've got a line of cards in a family, and they move every few seconds. As they go away, I'd like the remaining cards to move a little to fill the gaps.

    Is there any way to call the "arrange/space/vertical" ability that I can do in the layout right-click, but as an action ?

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  • the way I like to delay actions is to make a global variable to indicate that some kind of sequence is running - so that when the sequence is over, nothing is happening (other than checking if a sequence is running).

    and I use a variable "Delay" set to how long to wait. Every tick dt is subtracted from it, so when it gets down to zero, the next step can take place. that step then sets the length of the delay until the next step or marks the sequence as complete.

    THANK YOU!

    Of course, an idea this good will generate questions :)

    Do you see any way to make your idea more readable? the nested subevents make it very hard to follow the flow of the actions. (Wait is very easy to read - I'll say that for it... :)

    -Josh

  • I think the dt countdown hassle is what I really need, and wait is seductively simple but ultimately not the right solution.

    I FINALLY found a deep official discussion of wait:

    construct.net/en/tutorials/how-to-use-the-system-wait-action-63

    Here's a sample:

    "The Wait action saves which objects are picked and cancels the current event. When the wait time has expired or it is signalled, the picked objects are restored as they were when the wait started (minus any objects that got destroyed), and the event is resumed from the action following the wait action. It continues to run any subevents as well. At any point if another wait action is encountered, the same save-picked-objects-and-wait process happens, so you can make different parts of an event run at different times."

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whitkin

Member since 2 May, 2018

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