d1ebf4d8-e416-4555-be48-ae3aefaf6ed8's Forum Posts

    I think the biggest gripe I have with C3 is the lack of indepth documentation / demonstration in the docs. For a bunch of newer features, the documentation/manual pages mostly just list the actions/events and no real examples on how they should be used or any links to the demos, that might be helpful. It's like this for a lot of newer features in the documentation. For an engine that boasts being really friendly, the docs kind of lack.

    Otherwise, I'm pleased with the sub and tool as a whole.

  • Thank you WackyToaster!

    I created a layer under everything else and set it to 2D with a parallax of 0,0. I completely forgot to set it to 2D, that was what I was missing.

  • I’m playing with the 3D features and I can’t figure out if there’s a way to create a sky box effect.

    I’d be happy to even just have a static image displayed behind everything, I just don’t know how to do it. Like a parallax layer.

    Tagged:

  • I know that text objects can use bbcode to insert icons / sprites into text.

    But can sprite font text also do this too? I’m not able to test the bbcode for some time.

  • Thank you guys for the help, I think it's starting to come together for me.

    On the other hand, all behaviors already account for dt, right? So if I move my player 100 pixels to the right every tick using the Simulate 8Direction action, I don't need to account for dt?

  • Sorry newt, that doesn't really help me. ):

  • I feel like I've gone down this rabbit hole many times and for the life of me I can't figure out the "accurate" formula for using dt.

    In some examples, I've seen it presented as "self.x - 20*dt". And in other examples, I've seen it as "self.x 20(dt/60)" (or something like that. And others have mentioned you need to consider your own refresh rate when you're programming, and not bother with 60.

    Can anybody explain like I'm five, how to transition between "move X amount of pixels per tick" to properly using dt for movement/animation. Because no matter how much I read documentation, scour the forums, and look at the examples (even the Kiwi example uses dt in different ways). I just can't wrap my head around it, and literally have become paralyzed by this and feel like I can't move forward with my projects until I make sure they're frame-independent.

    Tagged:

  • I'm not sure the resolution/aspect ratio or orientation matters? I think you could probably apply the examples to whatever project you're working on.

  • I’ve never heard of a gamejam where the winner has to give up their source code / project file.

    Really comes off as “we are too cheap to hire an actual dev”.

    No thank you.

  • Weird. Are you *not* using it with Behaviors? Because Behaviors already factor it in, so you'd be undoing Delta-Time by using it on Behaviors.

    That's really the only thing I could think of. Hope someone else can help.

  • Are you taking into account Delta-Time for your movements / jumps? If you're not, there's going to be a big difference between computers / monitors.

    Here's a post from Ashley about it construct.net/en/tutorials/delta-time-framerate-2

  • Thank you for the reply!

    I think I'll just put most of the hair into one sprite (working with 16x16 sprites so it shouldn't be too taxing). I don't really understand how arrays work so I'll do it this way instead.

  • Hey all!

    I'm making a character creator and have several Families for the different pieces. For example, a Hair Family that contains all the hairstyle objects.

    Is it possible to cycle through all the objects/children within a Family for display/selection purposes? Like "If Player presses the Hair button, the first Hair Child in Family is created. If they press it again, the first child is destroyed and the 2nd child is created" etc.

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  • Scirra doesn’t have a public roadmap, unfortunately.

  • The way I see it is, hobbies cost money. I'm a crafter, and I also play video games. As a crafter, I've spent so much money on clay, paint, resin, paper, ink... It's added up to so much more than $120 a year, I don't even want to think about it.

    And then even when there are Steam sales, I've purchased so many games... Then there's the Big Releases for me, which are $50 or $60 per game.

    As long as you're having fun and you continue to enjoy yourself, the cost of the sub is worth it. There are hobbies out there that are much more costly per year.