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  • Ashley, are you and your team aware of this?

    I'm just not sure why this is an issue when I've been able to add behaviors to Families even when the individual objects, themselves, already had the same behavior.

  • Before I go and post this as a potential bug, I wanted to ask if anyone else has noticed the inability to add the Tween behavior to a Family of sprites.

    Initially, the individual sprites, themselves, had the Tween behavior. I know that you can add the same behavior to the Family and it'll be something like "Behavior2" because of the existing Behavior to the objects that make up the Family.

    But after adding these objects to their Family, I found that the Tween behavior wasn't in the list of options for the Family, itself. All other applicable behaviors were, however.

    I tried removing the Tween behavior from the individual objects of the Family, deleting this Family and then creating an entirely new Family with the same sprites I'm working with. Even with the Tween behavior not existing in the sprites with this new Family, I still could not add the Tween behavior to the Family, itself.

    Am I missing something or are others experiencing the same thing?

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  • Yeah, I did that but I couldn't find how to retrieve that info when I hit F12.

  • Well, I tried the Log Console deal and I couldn't find ANYTHING related to the log.

    But you were partially right - it was related to a variable issue. I re-worked it a bit and now it's all good.

  • Well THAT is something I wasn't aware of. That makes a whole lot more sense... *testing* ...and, well, it doesn't set the layer scale to 0. Now it just doesn't adjust the scale at all.

    I made a couple adjustments, including the one you suggested, but what I get is that the scale variable I use to track the Tween value still reads as 1 (the starting value).

  • I discovered that, having set the Value of the Tween to the ShakeTheGround variable, the Tween goes from 1 to 0 even though I set the end value as 0.5. The Tween is completely bypassing the end value.

    I've reviewed the Tween behavior page in the Documentation and everything I'm doing seems to check out. So I don't understand why it goes from 1 to 0 and not 1 to 0.5 as I had set it.

  • Okay, I did that...hit F12 and selected the Console tab. But I don't see anything relevant. I checked through the other tabs, too, and didn't see where I could find the info that's supposed to be logged.

  • What I'm attempting to do is use Z-Elevation to make an object appear to leap up above the layout and slam back down into the ground. THAT MUCH WORKS.

    The immediate effect following the object slamming into the ground is to make the layout scale down in size then "spring" back to its original zoom setting. The object hits with such a "force" that the effect is that it pushes the environment down away from the camera just a bit.

    The first half of this - "pushing" the ground away from the camera - which is to scale the layer smaller isn't working. I can't get it to progressively show the layer getting smaller. Instead, it appears as 0. Like it's not there. However, obviously, the Player object still moves around normally...just invisible.

    I've run some tests and I can set the layer to 0.5 through a separate action line. So it seems to be the way I'm trying to use the Tween that is the problem. Can someone help?

  • Ashley - Oooh okay. So my illustration of taping two pieces of paper together were accurate. Understood. Thank you. :)

  • - Thank you for your reply.

    I think I'm still a bit confused...

    By including another event sheet into the primary one (the one doing the including), does that mean that C3 runs through both event sheets as if all the events were part of a larger single sheet? I know I asked that originally but I want to be sure which of my questions were being answered.

  • I'm trying (hopefully) to optimize my event sheets to the following

    - Set up / game start (establishing details when a new play through begins)

    - Main (most everything happens here)

    - Extras (Functions, less-used events/triggers, etc)

    The main game happens all on one layout so one primary event sheet seems logical.

    But I plan on having a lot going on so managing event lines seems all the more critical.

    What I am wanting to understand better is how referencing (including) other event sheets actually works.

    I picture it something like taping another event sheet to the primary one that's doing the "including". In that sense, if correct, does that mean that the system is still running through event lines like both sheets were actually just one larger one?

    OR... Is there some special programming in the C3 architecture that knows how to reference the "included" event sheet only when needed but ignores it the rest of the time?

    For simple organization of event lines, there's still benefits either way and other pluses (like not having to copy event lines across multiple sheets... Sorta like Functions). But is the use of "included event sheets" at all beneficial to how fast C3 can run through events before starting a new tick?

    Thank you for your help and insight.

  • FYI "pick by unique ID" should be a lot faster. "Pick by evaluate" checks every single instance; "pick by unique ID" directly picks the right instance.

    In general it's best to use the most-specific condition that does what you want, since it may be specialised for the purpose.

    Understood. :) I don't think I have many conditions that would necessitate Pick By UID, but I will try to find ways to make it the way I do things. Thank you, Ashley and Dop. I'm always grateful for you both.

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Rhindon

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