DexRage's Forum Posts

  • Hi, I'm working with vector/SVG assets, primarily using Inkscape to create them. In Construct 3, when I try to create a vector asset at a specific point, the asset's origin seems to be misaligned. For example, when I create a circular object, it gets placed at the edge instead of the center.

    A workaround I've found is to manually adjust the asset's X and Y position by dividing the asset's width and height to get it centered correctly.

    Is there a better way to manage this? I checked Inkscape for any option to center vector objects origin before exporting, but I couldn't find one. Any advice would be greatly appreciated. Thanks in advance!

    Tagged:

  • Hmm... got it. I understand what you mean.

    To implement this properly, I think I will be required to do a lot more work on my end because of how everything has been set up within my project. In this case case, I think it would be better if I hold off on implementing it for now. If I ever get the opportunity to try this, I will make sure to document my findings here.

    Thanks once again for your input. :)

  • Thanks for the update, greatly appreciate it.

    It's unfortunate that Construct doesn't seem to support such a basic feature. Unfortunately, I personally I'm not that technically proficient enough to execute things in the way you mentioned unfortuantually. :(

    I have been breaking my head over this for a long time, at least now I know. :)

    As I was reading your message, I was thinking of a possible solution of having two physics objects that I can link together using Hierarchy, and then set physics stepping mode to fixed for one and frame-independent for the other. Do you think something like that could actually work?

  • Hi,

    I'm working on a simple ball physics game, for this, I'm looking for a way to make the player ball's physics stepping mode fixed and frame-independent at the same time.

    I want to ensure that the player physics object not only behaves consistently regardless of any hardware limitations but also moves at the same speed regardless of the players screen refresh rate. Is this possible in any way?

    I have been working to solve this problem for some time now, and fortunately, I found out that Construct has built-in events where we can set the physics object's world stepping mode to fixed and another event where I can set it to be frame-independent. The problem arises only when I use both of these events simultaneously, even though they are triggered by two different events.

    Following is a screenshot of this. Apologies in advance if this topic is already covered in the forum; from what I've searched, I have not been able to find it. I hope someone would be able to guide me on this. Thanks in advance.

  • Thank you for the update. The post mentioned that the root cause might be due to having blank space at the beginning of an object or an animation. My project is quite large, and based on my initial examination, I haven't been able to identify such issues. I think it might take me more time to examine this thoroughly. If I am unable to spot the issue, I will reach out to customer care. Thanks for the support.

  • Hi, I tried opening some of my old versions of my project in the latest release version of Construct 3 (Release r397 Stable). However, it doesn't seem to open. I keep getting the following error:

    "Failed to open project. Check it is a valid Construct 3 single-file (.c3p) project."

    When I investigated further, I saw other developers also faced a similar issue when a new version of Construct 3 is released. In those posts, they mentioned that we can get a better understanding of what went wrong by going to developer mode (pressing F12). The thing is, I'm not able to make any sense of it. Can someone help me understand how I can resolve this?

    Below is a screenshot of the error that I got. FYI, when I try to open those files in the old version of Construct 3 "Stable r388.2", they seem to open properly. It's only when I try to open the project in any higher version, it doesn't seem to open. Also, I use Google Drive to sync all my files. Thanks in advance.

  • Hi,

    Thanks for dropping by! My name is Deepak, and I'm a Construct 3 developer seeking paid freelance opportunities. I've been working in the gaming industry as a designer since 2012 and have been using Construct 3 since 2022. Recently, I released my first solo-developed indie game, Incessant, on iOS using construct 3.

    You can check out my project, Incessant, here:

    apps.apple.com/in/app/incessant/id6452398808

    In addition to game development, I am a well-rounded professional skilled in various disciplines, including game design, level design, and UI/UX design, Game 2d/3d art.

    Join me on Discord or reach out to me via email. I’d be happy to chat and discuss any game development, design or art related problems you’re trying to solve. Thanks for your time.

    Discord:

    discord.gg/3DMK5jYsG9

    Email

    deadpixel.inofi@gmail.com

  • OMG!! This is exactly what I've been looking for. Thanks so much... :)

    Never expected someone would do the whole thing and send it to me as a project file. This is so amazing. :D

    My brain hurts every time I try to understand how exactly you made this work. I think I will have to spend a little more time analyzing it before I can understand it properly, just thought I would respond back before I do that. Thanks once again. :)

  • Hi, I'm looking to implement a cursor that is restricted to a particular radius (typically to the origin of a player object ) that the player can control precisely using the gamepad joysticks. Does anyone know how I can do this?

    I tried doing this using a combination of the 8-direction controller and pin behavior. The issue I face is that the curser's movement is not precise and always restricted to 8 directions.

    Following is a screen recording of the output I got.

    youtu.be/6SGuYGaiTWg

    The following is a reference from two games, 'Dust and Neon' and 'Synthetik: Legion Rising.'

    youtu.be/g1JWIwaD0Ic

    youtu.be/Fryhpt9J5MU

    I'm looking for an outcome similar to how the aiming cursor behaves in these games. You can notice that although the player uses a gamepad joystick, it's a lot more precise and accurate. Hope some one will be able to guide me on this. Thanks in advance.

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  • I was actually planning to cut losses and move on to my next project.

    Based on your input, I think it might be worth porting the game to Android. Thanks for the tip. best of luck with IOS.

  • thanks for the support :)

  • Hey, thanks for taking the time to check out my game!

    When it comes to releasing games, there's no one-size-fits-all answer, but for mobile platforms, especially with the intense competition, I'd recommend considering a free-to-play model with ads or in-app purchases.

    While I opted for a premium release with "Incessant," I must admit, if I were to do it again, I'd likely explore the free-to-play approach given the current market dynamics.

    Interestingly, right after the release, I was not that happy about the game's performance revenue-wise. As such, I engaged in a discussion on Reddit seeking feedback. It was quite an eye-opener and, in hindsight, a valuable learning experience.

    If you're interested, here's the link to the discussion:

    reddit.com/r/gamedev/comments/183e88f/my_first_solo_developed_indie_game_failed_request

    Feel free to check it out; it might provide some additional insights for your own game release strategy. Best of luck with your game on the AppStore!

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  • Hi, sorry for the late reply. I think I figured out a way to do this using the 8-direction controller. thanks for dropping by :)

  • Hi,

    I'm currently working to implement a Weapon Wheel UI that utilizes gamepad joystick controls for selecting weapons in my game. I couldn't find any resources that cover this specific topic. I'm hoping someone in the community might have some guidance or insights to offer on this matter. Any help would be greatly appreciated. Thank's advance!