9730a7b7-27e3-41ab-86ec-60f77ccc1fe5's Forum Posts

    I am leaving Construct 3 for good.

    Many years C3 have existed, and still to this day you can't get the bloody sprite editor working. Still bugs, upon bugs.

    It's been nice seeing new features. But this long ride have just been a buggy mess. Beyond belief.

    You are multi-millionairs now...so..i guess congrats to that.

    Take care people, and best of luck to the Scirra team, and fellow Constructors!

    Bye bye.

  • Hey!

    Don't give up sir. It is all about getting into problem solving mode, and breaking things down. Just like any coding, only we have more tools at our disposal here.

    Example: what is a "zone"?

    A zone is just an area designated by you. Can be anything. A sprite, an array. X and y.

    Best to just use the software, tinker! Don't be afraid to test things out!

    Try to break things down, talk out loud or write down the problem you want to solve!

    I talk to myself alot while coding.

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  • I have been trying to get multiple heights with raycasting, or use the same code that i use to position billboards, but with polygons with the canvas. Just the z ordering that gives me headaches.

    Nice work on this!

  • Nice idea! I always keep my eyes open for new plugins from you sir!

  • Yea...the image editor in construct 3 have so many bugs, i will use construct 2 for any bigger projects.

    One would think they would have a image editor working proper by now!

  • Im sure dop2000 knows how to work around it, but it shouldn't be needed.

    "Work arounds" like that might be good in a small project, but with bigger ones, things get messy with "work arounds" + "work arounds"...

    You can remove collision per tile manualy these days, so i don't understand why we could not disable it via events.

    A good rule is: "Every setting you can change manualy, you should be able to change on runtime with events. (-browser restrictions of course)

  • This is a good idea.

    Since tiles are referenced with a number, and the collisions can be disabled/enabled with a flag, i dont understand why its not yet implemented native...

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  • No. Im talking about a voting system without that site. The scirra team is coming up with the ideas (since they know best what is feasible for them), then we get to vote on those.

    For me personaly, i think they should scrap the voting system. People will just get upset. They should just add new features at their own pace without the risk of dissapointing people.

    Random new features from the users can be talked about on the forums. They can read about those without feeling like they are letting anybody down!

    Just a thought...

  • How about this:

    You (The Scirra team) make a list of ideas that could be implemented, and let us vote on those?

    I never use the vote system, since i think you should have a roadmap and tons of ideas yourself. Features you folks at scirra should add at your own pace, that way nobody get's disapointed, just happily suprised.

    You might scrap the vote system and ideas, and just make a blog of the latest feature you are working on! That way all of a sudden from the users perspective: "Ah, a new blog post from scirra" "Oh! Cool stuff!"

    A smaller manageable blog, is less work also. Than a cluttered site full of ideas.

    Have a good one!

  • Anyone else having problems adding the tilemap object? Nothing happends when i try to add it. Neither double mouse click, or pressing the insert object button.

  • Hey!

    With my raycasting engines in construct i make it easy for me.

    You will need:

    player ------type: sprite

    ray_angle ---type: sprite

    2d_wall -----type: sprite

    3d_wall -----type: sprite

    2d_sprite ---type: sprite

    3d_sprite ---type: sprite

    CONTAINER(2d_sprite, 3d_sprite)

    Start of layout: for 0-119 create ray_angle at player.x+120 player.y-60+loopindex

    Then, you either pin those points to the player via the behaviour or use the new hierarchy system.

    Then you cast to those sprites and for the height of the "3D" walls you do:

    for each ray_angle raycast....

    To set the height of the "3d_wall" sprite you do:

    120/player.lineofsight.hitdistance/cos(anglediff(player.angle,angle(player.x,player.y,player.lineofsight.hitx,player.lineofsight.hity)))*"something(the size of the 2d walls perhaps)?"

    //Remember to put the origin on the left most side of the "3d_wall" sprite, and in the middle. Just press "4" on the keypad.

    For the 2d sprite you will need 4 variables.

    Cx = player.x - 2d_sprite.x

    Cy = player.y - 2d_sprite.y

    Sprite_angle = angle(0,0,2d_sprite.cx,2d_sprite.cy)-player.angle

    X_pos = 60+tan(sprite_angle)*120 ///Half the screen width, times the full screen width.

    3d_sprite: Set x position to 2d_sprite.x_pos

    The y value you can set on creation or start of layout. 3d_sprite.y = (half the screen height). You can play around with the y value to see if you get any other game ideas...

    3d_sprite height = 120/distance(player.x,player.y,2d_sprite.x,2d_sprite.y)/cos(anglediff(player.angle,angle(player.x,player.y,2d_sprite.x,2d_sprite.y)))*something, (probably same as the height for the "3d" walls)

    If 3d_sprite height is lower than 0, set to 0.

    3d_sprite width = 3d_sprite height. //You can play around with the width, depending on how you draw the billboard sprites.

    Have a good one!