Radiowaves's Recent Forum Activity

  • It is very hard to understand what you are describing.

    Perhaps write it down in a sequences of actions like this, and we can better understand what you want to achieve:

    1) A collides with enemy

    2) Something happens with B

    3) Something happens with C

    etc

  • ...each ingredient in the menu has a certain value and if it adds up to another value it creates a new food. But how do I make the food created be identified as correct if it matches what the customer ordered ...

    Is the order of ingredients also important or not?

    For easy debugging, I would use strings. So the customer order would be a value like this: "ketchup_fries_salt".

    You can separate cooking process into steps/actions, each step adds a bit of string to existing string like this: new food == food & "_" & "ketchup", and then: food == new food.

    In the end you compare the food string to customer order string.

    If the ingredients are in any order, you can separate the strings via delimiter into an array or list and loop through that.

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  • Using global variables for setting individual instances seems like a bad practice, prone to bugs. It would work only with one object, or rest of the code must be in sync very well.

    Your solution works better if the global variables were instance variables instead, and instance ID is passed to function. Doable.

    I also thought about parsing string, but I have had to done this before and this can be come very messy really quick, ugly.

  • I would like to return X/Y coordinates in a function, but C3 only seems to allow one return value per function. How do I return pairs, vector2? Or is it possible to return an array or list?

  • I have situation like this.

    1) How do I pick the object that is colliding?

    2) How do I pick the object that is collided into?

    3) What happens when both objects are colliding into each other, how do I choose objects then?

  • This keeps reseting to float. After restarting C3, it resolved.

  • I have string in a variable. I want to set the text typewriter length according to the length of the text.

  • How could I have a version with original files if the file names are changed the moment I dragged them to project via animation window? I have c3 file online, saved as catalogues locally. Even so, having multiple project windows open just to not have files renamed seems like a hack for a problem that should not exist in a first place? Or am I understanding something wrong? I don't recall any other engine that automatically changes the names of assets without user consent.

    Having to manually rename 50+ files each time I make changes seems enough chore to ditch the engine.

  • What do you mean old version?

    I don't have an old version. I dragged my sprites into animations editor and set the animations manually, but this also renamed the files. The only old version I might have is the one without animations.

  • I can set the parallax value in % in layer settings. But if viewport jumps suddenly several pixels, the parallax is not smooth.

    I tried lerping the layer manually, but the lerp function is a bit vaguely documented.

    And I also want it to be pixel perfect, so no floats in coordinates (rounding the coordinates to integers in later stage is not optimal and can cause glitches).

  • I saved my project locally mid-way project to re-import some graphic assets.

    But all my original assets were named like "main_BW_00", "main_BW_01" etc, rendered out automatically in batch.

    But previously in my c3 project I have assigned different assets to different animations. Now when I look into my project folder, they are named like "player-attack1-000", "player-attack1-001" etc instead of the names I have given to files previously.

    How do I keep C3 from renaming files? Currently the re-importing/updating graphics is pain and reminds me of why I started switching to Godot previously...

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Radiowaves

Member since 23 Mar, 2014

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