alastair's Forum Posts

  • We might see a response from Scirra sometime here: construct3.ideas.aha.io/ideas/C3-I-456

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  • Thanks for that. My bad, I searched for hotkeys in the manual but never found them that way.

    I think the way that C2 shows the letters in menus/tooltips is quite useful for learning the shortcuts. As you go to select "toggle disabled" if it said "D" then I'd straight away learn I could be pressing "D" instead of navigating the menu each time, that constant reminder that I could be more efficient by pressing a key instead is pretty handy.

  • In Construct 2 various actions had hotkeys assigned to them, and they had a reminder text so you'd know what you could press. Hotkeys allow for making more efficient progress when making games.

    Construct 3 still has hotkeys, but they're a secret. I don't think there's a way to learn them as easily, or find out which things can be accessed with them.

    Here are the ones I use, that I can remember with muscle memory from using C2 and from experimentation, in event sheets:

    • Q = Comment

    • V = Variable (local or global)

    • S = insert Subevent

    • B = insert Blank subevent

    • C or E = add a Condition

    • A = add an Action

    • D = toggle Disabled

    • R = Replace object

  • Nice work! Looks pretty good.

    The reason your floor is messed up is that it looks like your mode7 is 3rd person perspective, look at how when you spin around the floor is rotating around a point in front of you.

    With your own eye's vision, as you stand and spin around, notice how you can't see your feet — the spinning point on the floor is beneath your vision. Sure with 3rd person, or when you gaze downwards, you can see your feet though.

    Example:

  • Thanks so much! 😊

  • Anyone have this plugin that they can share?

    I can't open my old games anymore.

    Thank you 💖💖

  • For me at least, C3 is in a great place right now, it's fine making a serious game with.

  • Good points!

    If anyone has an AZERTY I'm curious if you set a text object's text with this: Keyboard.StringFromKeyCode(65), does it still say "A" when it should say "Q"? Thanks!

  • There are apparently a variety of keyboards used around the world, each with their own unique key layouts, so designing games that work on whatever input device the player is using is very important.

    The manual entry on Keyboard

    From my understanding, Key Codes are position based and thus the same across each type of keyboard. So if you want to use the keys "WASD" for movement, in that position on an AZERTY keyboard it would be "ZQSD". If C3 uses keycodes in that way, it seems important for people to design their games using keycodes instead, perhaps that might be worth mentioning in the manual?

    The StringFromKeyCode keyboard expression converts a numerical key code back in to a string representation. For example this turns the key code 65 in to the string "A". At least that's the case for QWERTY keyboards, but does anyone know if this correctly gives us "Q" if the player is using an AZERTY keyboard? I'm hoping to be able to show the correct letter to the player based on a keycode, and that it doesn't just convert to QWERTY letters.

    Thanks!

  • If anyone is able, please upvote my idea to add a "reset game" action!

    💖 Thanks 💖

    construct3.ideas.aha.io/ideas/C3-I-916

  • Thanks.

    I don't think Groups (disabled/enabled) or Layers (Visibility) are reset either, so others might need to come that in mind when fiddling with those things too.

  • When player dies I want to reset the game.

    I do this: reset variables, reset persisted objects.

    But immediately after that the game is janky: random layers are visible or invisible, and not according to their initial settings. This makes me wonder what else is not being reset.

    What other actions can I do to ensure everything in the game is back to it's original state?

  • I think this is a feature request, the Gamepad plugin doesn't allow you to know which Gamepad is being used.

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  • You need to come up with a goal for the game.

    What are the win conditions, how does the player win and lose?

    The way you design obstacles/challenges for a game all depend on what the player is aiming to do.