brentbj's Forum Posts

  • i can move the camera around just fine with the mouse. i want to be able to clamp my look angles from left to right. so for example look 45 degrees right then stop then 45 degrees left then stop.

  • im hoping this is an easy fix but ive added clamps to a have a 3d camera look left and right to a certain point but now i cant get the camera to be parallel to the layout to save my life. the clamping works fine but the camera is facing down at the layout like a 2d camera. can anyone help?

    link to project

    drive.google.com/file/d/1A7AbNpkQ6_wCdyFaoV9ayM8fqRElERPN/view

  • I keep getting this error message below. Ive been looking around and im not sure where to go frmm here.

    Tagged:

  • Thank you very much!

  • How can I set text to the sprite name in an array?

  • You do not have permission to view this post

  • Wow! again thank you so much for your help! really appreciate it.

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  • Thank you for finding the problem so fast! ive been searching for the problem for awhile ha. do you by chance know how I would go about making the character follow using angular velocity?

  • origins are set up correctly. im thinking its an issue with the camera lerping but it only happens when the player is playing an animation and is in motion. can anyone help me figure this out? link below

    drive.google.com/file/d/1yLCIhM9wrs0_DFb_UnghojeS6DMPq0ei/view

  • Hello,

    Up to this point construct 3 beta releases have been nothing but great to me. Unfortunately, this latest update has broken my project. I can no longer check if a boolean is false. If I try to use the "X" on the boolean it crashes immediately. Here is my crash report. Before i post this through the bug reporting github. I was wondering if anyone else came across this and had a fix?

    Error report information

    Type: unhandled exception

    File: editor.construct.net/r273/components/editors/eventSheetView/eventSheetView.js, line 98, col 53

    Message: Uncaught TypeError: H9a.oAc is not a constructor

    Stack: TypeError: H9a.oAc is not a constructor at d.FHb (https://editor.construct.net/r273/components/editors/eventSheetView/eventSheetView.js:98:53) at editor.construct.net/r273/components/editors/eventSheetView/eventSheetView.js:93:458 at editor.construct.net/r273/main.js:1678:100

    Construct 3 version: r273

    URL: editor.construct.net/r273

    Date: Sat Nov 27 2021 08:33:56 GMT-0600 (Central Standard Time)

    Uptime: 28.5 s

    Platform information

    Browser: Edge

    Browser version: 96.0.1054.34

    Browser engine: Chromium

    Context: browser

    Operating system: Windows

    Operating system version: 10

    Device type: desktop

    Device pixel ratio: 1.3499999046325684

    Logical CPU cores: 20

    Approx. device memory: 8 GB

    User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/96.0.4664.55 Safari/537.36 Edg/96.0.1054.34

    C3 release: r273 (beta)

    Language setting: en-US

    WebGL information

    Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium)

    Numeric version: 2

    Supports NPOT textures: yes

    Supports GPU profiling: yes

    Supports highp precision: yes

    Vendor: Google Inc. (AMD)

    Renderer: ANGLE (AMD, AMD Radeon RX 5700 XT Direct3D11 vs_5_0 ps_5_0, D3D11-30.0.13037.1003)

    Major performance caveat: no

    Maximum texture size: 16384

    Point size range: 1 to 1024

    Extensions: EXT_color_buffer_float, EXT_color_buffer_half_float, EXT_disjoint_timer_query_webgl2, EXT_float_blend, EXT_texture_compression_bptc, EXT_texture_compression_rgtc, EXT_texture_filter_anisotropic, EXT_texture_norm16, KHR_parallel_shader_compile, OES_texture_float_linear, WEBGL_compressed_texture_s3tc, WEBGL_compressed_texture_s3tc_srgb, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context, WEBGL_multi_draw, OVR_multiview2

  • Does anyone have a fix for this? should i use chipmunk or something?

  • the issue is the collision polygon is over sized compared to how i have it in the animation. it is covering the the bounding box instead of how i have it set up in the animation. regardless of how big or small an image is i would like the collision box to not cover the bounding box unless i have it set up that way. is there a way i can fix this? its only doing this for a small portion of the animation the (aim) animation.

  • even though the collision polygon is on the black character in the animation it seems to expand to the size of the black characters bounding box during gameplay (looks it its using the force). it is not this way in the animations. can anyone one help me figure this out? working file below.

    drive.google.com/file/d/1-fISphwLmaEU10cmAjfp8kW3KbizrqmB/view

  • WackyToaster I would like to add an impulse or force when touching collision box at some point. so i would need physics on the collision box still right?

  • I have an animation where the player swings a pick axe. i want a collision box to follow the tip of the axe. im using all physics and i was told not to use things like "set position" because they are not physics based. ive tryed using the revolute joint to attach it to a specific image point on the pick axe but the collision box doesnt seem to follow the axe.

    to pick up axe hold down right click and click left click to swing.

    LINK TO FILE BELOW

    drive.google.com/file/d/1PYReZN8gf7w8aq5JFFXKQSDdzcs-7V-a/view