brainwavecreations's Forum Posts

  • So after finding out about the multiplayer feature, I was just wondering how far it could go. So what would be the maximum amount of people that could join a single room?

    To preface this comment, let me just mention. I've never done full online multiplayer with Construct 3. But, I have with other Game Engines/Programming Languages. And, have also run multiple private servers for various online games, from my home computer/network, and on shared or dedicated servers over the years.

    Just Reading through the Multiplayer section of the C3 Documentation. It seems to me the maximum amount of people who could connect, would depend on multiple things. The type of game, and who is actually hosting the room for the game. If the Room is hosted on a Dedicated Server, this looks like it should support high latency/latency-sensitive games to run much better.

    So two things to consider, how much information/data your game is transmitting over networks. And the actual power, and connection speeds of the host of the game. Whether that may be on a personal computer, or on a professionally managed dedicated server for online gaming, and anything in between.

    EDIT: I meant to mention that there are Addons, such as the "PlayFab" Suite of Addons, which adds a lot of functionality to online/multiplayer games developed within Construct 3. Including, Photon Realtime, which is a well known cross-platform networking engine. Which folks have been using alongside various game engines to create online games for a while now.

  • Learning by mistakes is usually the best way to learn. As the saying goes, "The only failure, is the one not learned from". Or, something along those lines.

    I should have taken a bit of time and checked the actual asset to see it's compatibility to Construct. Anyhow, you've got plenty of resources at your disposal.

    As R0J0hound pointed out, there are a ton of Examples included along with Construct 3, and more are added as new versions of Construct are released. You can find many through tutorials online as well.

    Reverse engineering various Event Sheets has been a massive learning tool as well. Even if it has some complex formulas(at least for myself at the moment). It will just take some time, along with a search engine online to sort out what is actually happening within the Action Conditions, and Events using math that may be beyond understanding at the moment.

    Life is a learning process. Keep on learning, and you will keep on progressing :)

    Best of luck, with your planned Platforming game!

  • You need to understand that the asset store consists of individual sellers. 99% of all offered assets are NOT the work of Scirra/Construct but from people like you and I. Scirra gets a 30% cut on all sales within the asset store.

    Keep in mind that there are still thousands of Construct 2 users, taking these items off the store would mean that people who stuck with Construct 2 will no longer be able to purchase assets. That's not the idea.

    There's a refund policy for assets. So take use of it.

    You can reach out to Scirra via supportztd@construct.net

    Spriter Addon can be found here.

    I meant to mention this as well. At the very least, could get a refund on the Asset

  • Ya I like it’s irresponsible of Construct to sell templates that aren’t compatible with the only version they sell anymore. And ya the free version allows 100 events, but the template already has hundreds so you can’t add a single event without it asking you for a construct 2 license. Any way I’ve moved on, downloaded “basic platformer” for C3 and immediately after installing ran into a problem finding the c3addon file for Spriter that I bought because it’s required for this template. Been trying to find it and searching forums for an answer for 3 hours to no avail. I’m honestly about to just request a refund and give up on construct. I thought a template was the best way to introduce myself to the program but I’m now 0/2 getting templates to work. After many hours in front of my computer frustrated. Thanks for the response tho, I feel like I’m screaming into the void with these developers. I’ve tried reaching out to both and haven’t gotten a response. (Only been a few hours with the basic platformer developers, so maybe they will come through with a fix.)

    Yeah, all you can really do is learn from the mistake. It would be nice if C2 was available to those who subscribe to Construct 3 though. I had bought a license years ago, so I'm covered when this issue arises for me. Someone in your situation is stuck, unless you find a good deal on Fiverr, or somewhere else to outsource it. And, have someone else remake the template into Construct 3.

    My only advice, is to begin by watching the tutorials on the Scirra website, YouTube, and other sources. There is a wealth of information online, as with anything these days. This is how I got started, and I'm working on my own platformer tutorial series at the moment. I started with creating a bunch of small games, through watching tutorials. Read through the Construct 3 documentation a couple of times. Walked through a State System tutorial on YouTube, for my platformer. Than, built on top of that, and have expanded it quite a lot at this point.

    As with anything, the more time, effort, and studying you put into learning Construct 3 the better you will become. Try not to be too dependent on templates. They can give you a good head start with certain things, but it really comes down to you for the end result. Keep on learning from mistakes and you'll get there. As with anything in life, there will be lots of roadblocks, which will force you to learn even more. I've been pouring time into my Construct 3 projects for several months, every day. And, every day I learn a bunch of new things, which expands my overall database of knowledge. Now, I can create things inside of a week, which would have taken me a month or so when I first started working with C3.

    Move at your own pace, and practice patience. You will get to where you would like to be. And, don't worry about buying Spriter. I have both versions of the application, and it's been a solid tool in my toolbox for a while now. And, I still have a ton to learn with that application alone. Never mind everything else in my toolbox haha.

    Best of luck to you, while moving forward. I can point you in the direction of a few YouTube Channels that got me going at least.

    https://www.youtube.com/c/XanderwoodGameDev - There are some excellent series of tutorials for beginners here. He's a great guy to chat with as well.

    https://www.youtube.com/watch?v=n7MaVJy76Gw - The State Machine tutorial I mentioned earlier. He gets into a lot of advanced topics, so the channel is a great resource, once you've settled in a bit.

    https://www.youtube.com/channel/UC7wehUTim_FmesOi3l2qMQA - I've gotten a lot of useful knowledge by watching some of the videos in this channel as well.

    Anyways. The overall point I'm making, is never give up. Of course, it's your choice to switch up to another application, or not. I've tried dozens of game engines over the years. Personally, I've found C3 to be the fastest for myself. As far as picking up the logic, and how the Events, Plugins, and the application itself works. I still have a long way to go though XD

    Some days, I feel dumb. But, this is good. It means I am still learning. And, learning is one of my favorite things to do. I still have times where I will be stuck on some aspect of a project for quite a long time. I put it on my To-Do List, as a "Time Consuming Bug". And, will return to it from time to time between working on other functionalities in the project. Until, at last I've figured out what was going wrong, and have fixed the issue. It's been this way the entire way.

    The struggle, the education, the progress seen over time. These are the things that keep me going. But, it is your path to choose :). There are many options for solid game engines, both 2D and 3D. Some really good ones which are free and/or Open Source. Others with a similar subscription model Scirra uses.

    Personally, when I got back into Game Development going on a year ago next month. I followed tutorials for multiple applications. Then, prototyped and developed the same game play styles in a few of the engines that had made it that far on my list. After all the experimentation of trial and error, and making the same core gameplay in each one. I figured out that Construct 3 would likely be best for me long term.

    Scirra's support has been top notch as well :). I've submitted multiple bug reports over the past several months, some of which were more like feature requests. For example: Not moving the Origin/Image Point when holding down Control & pressing the Directional keys when in the Image Editor, when the first/last frame or animation in the list has been reached while cycling through either. Along with some Image Editor bugs, and issues within the Timeline Editor. And, they've all been cleared up really quickly. Within a couple of weeks, there is a new release which fixes the issue. Most of the time, the very next release the following week has fixed it.

    Take Care! Stay positive :) ✌️

    EDIT: Grammar, and spelling corrections.

  • I recently purchased a template that I didn’t realize I had to run construct 2 to use. No problem I downloaded construct 2 and got to building and customizing. Now I’ve spent 10+ hours on this, and it won’t let me edit any further without a license. I only have a construct 3 license, does anyone know if my construct 2 license will work? I also tried just importing the project to construct 3 and it gives me an error message and says I need to use construct 2. Again, I don’t mind using 2 if I can get it to recognize my license.

    For what it’s worth I feel like Construct shouldn’t be selling templates that don’t work with construct 3 and cannot be converted. It’s frustrating after I already purchased and spent this much time on a project. “Epic Platformer” is the name of the template.

    I've dealt with the same issue, but fortunately I have a C2 license from years past. I wish there was a policy, to keep items in the Asset Store up to date. Maybe, not up to date with the latest version of Construct 3. But, at least with some version of Construct 3. And, remove the templates from Construct 2.

    But, then again, some folks still use C2 as their main development application. So, I don't know what the best answer would be. Maybe, Scirra could make it so a Construct 2 license available, for those who pay for the Construct 3 subscription? As long as they are still subscribed, it would remain active rather than being a license active for a lifetime.

    The only thing you can really do, is try to find a Construct 2 license. Not sure where you could get one, as implied earlier, they are no longer sold direct from Scirra. But, then the license would under their name...

    I've rebuilt certain templates using the latest version of Construct 3. It's time consuming, and definitely easier to do before building on top of what is already created inside the template's Event Sheet(s). It would be awesome if there was some way to convert C2 project file over to C3, at least a basic conversion and handle the rest by hand.

    I've definitely been in the same situation, and had the same issues where there is no compatible Construct 3 Addons for the template I might be working with. I reached out to the developer, and they were unwilling to update to the latest Construct 3(which may have lead to more sales). In that case, I need to find a work around, to create the same functionality within Construct 3. Maybe a similar Addon, or use the built in plugins that will do the same thing, or similar to get everything working as intended. Sometimes it means switching around the game play, and modifying the result a bit.

    It's one of those things, where "It is, what it is". I believe the free trial allows 100 Events? It will take some time, but may be worth it to start rebuilding it in Construct 3. Depending on where you are going with it.

  • Hahaha XD. Even better, some artwork to accompany the story :)

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  • That last post reads like something out of a Clive Barker novel, but not as well written :)

  • You got it, this was an easy one. Enjoy your weekend :)

  • > bigcatrik

    > YES!! That's exactly what I've been trying to do and your code is so simple. I actually understand it.

    > Thank you sooooo much!

    No problem. I made a 5-level "Doom clone" last Fall with C3 using only the free version's 50 events so I had to keep everything as streamlined as possible.

    Ooh, I just got over 1,000 plays in the Construct Arcade!

    https://www.construct.net/en/free-online-games/vault-peril-32857/play

    Wow, that's awesome! Great job bigcatrik :)

    Using the free version and everything. It's so interesting to see how people tackle different things. I checked out your example, and was surprised to see just a couple lines in the Event Sheet, and some behaviors on objects.

    I tend to overcomplicate things, while working with certain things development wise. I do my best to follow the KISS principle. Keep It Simple, Stupid. Or what I like to say, "Keep It Stupid Simple". It's getting easier the more hours I spend with Construct, and other engines/applications. As it goes with anything in life.

    About 6 months of putting most of my time into creating different things with Construct, and a couple others. But, mostly Construct 3. When I was a teenager it was all I would do. Wish I had stuck with it, as that was almost half my lifetime ago now XD

    The more you learn the more you know. That's why I love communities like this one, where everyone learns from each other. I help where I can, and some day I hope to be proficient enough to pull something like that off haha.

    I too appreciate your share, both the example and the Doom clone. Take it easy, and I hope you all have a great weekend.

    Best of luck, dazedangels

  • No worries :)

    It's a very complex thing to figure out and grasp, and I'm certainly not there yet. I'm just beginning to feel like I'm somewhat proficient with 2D Design/Development in Construct. But, I'm my own worst critic.

    I study 3D on the side, but using other engines designed for it. Doing what I can to grasp trig, and visualize the way three dimensional math actually works. Slowly picking up C# again, after many years of not doing anything with it.

    I hope you can find what you are looking for.

    Best of luck! Take Care ✌️

  • Have you happened to check out FoozleCC on YouTube. Here is a link to a search on his channel for the term "3D": https://www.youtube.com/c/FoozleCC/search?query=3d

    He has a bunch of examples in his videos there. It's pretty complex math to get 3D cameras working in the way you'd like. I would definitely recommend watching through his videos on the new 3D Camera features though.

    No doubt some of the things to do with 3D will have changed since some of the videos, but can be adapted to the latest version of Construct 3 easily enough.

    EDIT: dazedangels - I completely spaced out, and forgot to mention the resource here as well: https://gamemath.com . It was recommended to me by Ashley, a while back. It is the same resource that he used while developing some of the parts of Construct. The old thread is here: https://www.construct.net/en/forum/construct-3/general-discussion-7/good-book-trigonometry-168950

    Anyways, I've been referring to it ever since then, and it's come in handy quite a few times. Between that and searching online for different formulas for working in three dimensional space.

  • I did a quick debug, and noticed that the Spikes were still counting up, as they passed the bottom of the layout. Just add the simple Action Conditions & Event in the screenshot below. And, it will destroy each Spike as it leaves the bottom of the Layout :). That way you don't have a bunch of spikes building up while the game is running.

  • The example shared works fine. To destroy the spikes, you could do something like, "System Compare two Variables: Spike.Y > Greater than LayoutHeight" then "Destroy Spike"

    Or simply, something like "Spike on collision with Bottom > Destroy Spike". If you don't mind them being destroyed on contact with the Bottom Sprite Object.

    Might be cool to set the Vector Y to 0 on collision with Bottom, then System Wait for a bit, then destroy the Spike. So they stick into the Bottom for a bit, then get destroyed, fade out or whatever you want to do.

    Just so you don't have a build up of spikes existing below the layout.

  • Sorry for the double post. So basically, I'm checking to make sure that the Player is not in a conflicting State/Animation. This will prevent the animation from ever playing, if it's not properly checked like this or other way.

    For my Walking animations, I have a bunch of possible conflicting states which are checked with an inverted condition to make sure the Player is not in those States.

    It can get a bit messy doing things this way after a while. There are other ways, like separating things into different Groups. Then Disable the Group with a conflicting State/Animation/Function, then Activate the Group with the conflicting states once the animation and events have taken place.

    I use that method for a Jetpack powerup in my project which uses the same controls as the main player controls. I have them all on a separate event sheet, then disable the main player controls group on its event sheet which has all it's sub-groups for various states and their controls. I basically copied everything to a separate event sheet, and modified the states and animations to be using a Jetpack on his back. Then switch the main control group to disabled while the Jetpack power-up is active, then set it back to active afterward.

    Not sure if that makes sense. But, I definitely recommend watching a ton of video tutorials. Create various types of games. Read through the documentation at least once. I read through it twice, and still reference it all the time while I'm working. Over time, you will expand your knowledge more and more. I'm constantly learning new things, while also referencing other systems I've already created.

  • brainwavecreations How would I go about doing so?

    I would definitely study up on creating a State Machine/System for your game. FoozleCC on YouTube, does a great job with his video here: https://www.youtube.com/watch?v=n7MaVJy76Gw

    I followed his video a while back, and the state machine in my game is now heavily modified, and expanded. The enemies have their own state setups as well. Below is how I do my two of my attacks.

    Then, I basically check to see if certain enemies are overlapping that hitbox. If they are, I put them into their "Hurt" State, which plays the appropriate animation, knocks them back, and takes off a set amount of health through a Function. Functions will make your life easier as well once you begin learning and using them.

    The Player has more attacks, but these two use an animation and a spawned hitbox at a certain animation frame. You can see, how I'm making sure that the Player is not in certain States while attacking. It works the same way for animations, but you would check to make sure the animation is not playing. By, Inverting the condition for "Is Animation Playing", like I do for my State Variable checks here.

    There is also a separate hitbox for the enemies(for some of their attacks), and run checks to if it overlaps the player in certain States. Done in a similar way to the screen grab below. Spawning on a particular frame of their attacking states/animations, then destroying it after a short while. There are many paths to achieve the same end result. The more hours and practice you put in, the easier all of this becomes.