Ashley's Forum Posts

  • It's a future possibility: 3D box was originally meant to be a proof-of-concept, that it is possible to throw some 3D in the middle of the 2D rendering. So theoretically it's possible to do meshes and stuff, but architecturally (under the hood of Construct) things aren't quite as efficient as they could be - so once it's all sorted out and optimised to be as fast as it can - we can then take it further.

    Meshes, mesh animation and such would still make for a very in-depth plugin and entail a lot of work. I think it would be a post-1.0 project - it makes sense to have a solid 2D base before we go hiking off in to 3D land.

  • Well when I run it through the debugger it memory leaks and hangs which means I'm gonna have to spend some time on it. You could, however, go for the old trick: delete stuff until the problem goes away, then work out which deleted thing fixed it. (Don't forget to backup!) If you could give that a try and let me know what "fixes" it, it could save me a lot of time...

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • This looks like a tricky bug. Could you post it to the tracker?

  • [quote:jjcs4cho]Yay! Btw, when does the new build come out? It has been already nearly month since last build.

    It should be out soon. A lot of good stuff in the next build!

    [quote:jjcs4cho]Maybe you could still add qarp() (quadratic interpolation: lerp(lerp(A, B, x), lerp(B, C, x), x), that's useful for smooth curves. People could make smoothly curving paths etc. without math.

    Sounds good. Will try get it in the next build.

  • As I said, it's created automatically but you have to move it on-screen yourself before you see it.

  • You can tint objects using the colour filter in common properties, though. You might be able to work out something with that.

  • It runs fine here but only red squares appear - this is to be expected because the blue objects created with it by default are created offscreen - if you immedately after 'create object' set the blue object's position to just below the red object's, then you can see it as well.

  • I'll add an angle-of-motion thing to the bullet movement for the next build... but as a workaround for now you can make the bullet object invisible, and put a rotating sprite on top of it (always set position to another object). Put them both in a container and the paired creation/destroying is done automatically.

  • Drasa: beautiful! Great mesh!

    David: disgustingly brilliant

  • More fun with polar coordinates!

  • Spiral effect. You can do some call stuff if you express the points in polar coordinates (ie. the angle and distance from the center), so you can play with the angle and distance instead of just the X and the Y.

    Maths for the win!

  • Or you could just use

    + For each Sprite

    -> Add Sprite('Variable A') to global variable 'count'

  • All collision testing in Construct is done by testing 64 pixels at a time in horizontal lines, and it stops on the first instance of touching pixels it finds. So it can't give the average point of collision - and it would be inaccurate up to 64 pixels on the X axis.

    Suggestion about picking: Action "remove object from selected object list"; I had this event where there was two sprites created and after creating action, there was an action that set an angle for them. The first object's angle was 0 and the second's 180. But when the second object was created, the first object was still on SOL and setting the angle at 180 would set both object's angle at 180.

    Can't you use subevents for this? Use two blank subevents (means the same as Always), and create an instance separately in each event, and set it to whichever angle you want.

  • First at 17 seconds, the main character swims past a banner and it waves with her. Then at 38 some underwater plants bend as she swims past, and again at 41. It's kinda hard to tell, but the plants bend at the proper place - if she swims past the tip, then the tip moves.

    That looks more like a pixel shader to me. I think you'll get a really nice effect like that with the Magnify pixel shader.

  • Try setting the timescale to 0.