Danny Enhance's Forum Posts

  • 13 posts
  • I've been creating a 3d first person shooter, or a boomer shooter. I need to access the expression for the 3d camera's up vector Without using the action : set camera position. Currently, I am having to use "Self.CameraX" for the camera's position, and "Self.LookX", For the rest of the action. this makes the action Mostly Redundant. The only part of the action I am trying to change is the UP Vectors of the camera. When I have to rotate the camera, there is a delay in the code that makes it jitter HEAVILY. Why isn't there an action expressly for the up vectors of the 3d camera?

  • youtu.be/k0s32WvEKFw

    This is Daugger, a game about my dog, Olive, walking around and sniffing on stuff. You find messages from other dogs, or on other dogs, and try to figure out how to trigger different chains of events.

    It's not very long, and it reminds me of older PC puzzle/adventure games. The only way to really lose is to give up and stop playing.

    I did most everything apart from the music, so the music is excellent.

    store.steampowered.com/app/2874900/Daugger

    Tagged:

  • We did it. Thank you all for the assistance. Once I got all the Greenworks references removed and took it out of the project completely, those achievements started popping off.

    Again, thank you, you beautiful geniuses.

  • Man, once I added Greengrinds and updated the game on Steam, it wouldn't even play anymore. Just loaded a black screen.

  • I see how this is supposed to work, but I'm still doing something incorrectly. Here are the files I added before exporting and updating the Steam build.

    I really appreciate the help. We're right on the verge of having it sorted.

  • My game "Daugger" just released on Steam. I used the Greenworks plugin to implement Steam achievements.

    The Greenworks version, NW.js version, and Steam API all match.

    Now that the game has released, playing it doesn't actually trigger any of these achievements.

    I've noticed differences in the explanation here

    and the video it references here, and the actual export options available now, which looked like this when I did it.

    The instruction in that newer video doesn't include the altering of the package.nw file and all from those earlier explanations. I'd really appreciate if anyone can help me figure out how to get these achievements to activate.

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  • Right now, it's just the ability to bop the NPCs around, but hopefully once I figure out how to get them to behave the way I intend, they won't be bouncing off the dog.

    But that's a problem for future me. Thanks for all the help.

  • I made the dog's collision box an 8x8 no matter what she's doing or direction she's facing and made sure the origin point was always at the same spot, and it did eliminate some of the stranger interactions I was having. It stopped the woodpecker effect of running into certain objects, or getting stuck in some spots, so thank you for that advice.

    I still have to keep other objects' collision boxes pulled in from the sides of the sprites in most cases, but not as severely as before.

  • Yeah, the TileMovement on the cat and mower are eventually so they can move about. The Mower guy will sort of pace back and forth on a path, and the cat will walk to the construction site while she's on screen, but stop when she has Line of Sight, eventually giving birth to a bunch of kittens and giving you an achievement for witnessing it.

    I do keep messing with the player's boxes, trying to make them more consistently square-ish. I'll just make a small square and apply it to all her directions and see what that does. I appreciate the help.

  • drive.google.com/file/d/1PmaxFilv3j0Hv2OrlO6eyUJ0nIkBJMBn/view

    I don't know that I'm doing this right, or protecting myself at all, but here is a link to the game thus far.

    The event pages are a mess right now, but some of the basic behaviors are where I'm encountering problems, so I haven't gone much further with the NPCs and such.

  • I am using a Tilemap, and I tried this out. There was one goofy collision polygon on the map that I disabled, but otherwise I just saw all the tiny little collision boxes hidden in all my sprites.

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  • I try to keep the origin point right in the center, or in the case of oblong dogs, as near as I can.

  • Hi, let me preface by saying I'm not a programmer. I got Construct 3 for my son to make a project, but now I'm having a go.

    I'm making a top down action game about a dog that needs to claim all the territories of each neighborhood by peeing on them. It's 2D pixel art, about an 8-bit resolution, and most things are coming along without too much fuss.

    But I don't think I understand collision polygons very well, and I've watched countless videos and read everything I can find to no avail.

    Most examples I've seen, the creator makes a standard square hero, square enemy, with a collision polygon around the perimeter of the entire sprite, and then use an animated sprite pinned to that to show actual characters. This seems to work fine for them.

    But my character and other solid objects are registering as colliding from seemingly much further away from each other. I keep making the collision polygons smaller and smaller, doing a lot of trial and error to see if they work out.

    There are a lot of other wacky interactions that I suspect are stemming from this, like being able to push other solid characters from certain directions & not others.

    My player character has Solid, Tile Movement,Bound to Layout, and Scroll To behaviors set. Most objects are just Solid. Other characters have Solid, Tile Movement, and Bound to Layout set, but don't have any actions on the event sheet yet.

    Any help understanding this problem is greatly appreciated.

  • 13 posts