DFORMS's Forum Posts

  • Hi all,

    I just started playing around with some of the 3D elements in Construct. Very cool! Anyways, I am having trouble with the camera when alternating between first person and top down. I opted to make a video in order to explain my problem: youtu.be/v5izyyDeg-4

    Basically, I want the player object's angle to face towards the direction of the crosshair when exiting the 3D view. And the crosshair/3Dcamera to aim in the direction the player is facing when switching back from 2D to 3D and follow the mouse from that position when moving it. My explanation is probably terrible. That is why I made the video.

    Keep in mind that I just started exploring the 3D in Construct so I am a newb and still learning how everything work.

    My .c3p file is available here: hgwd.net/demo/3d-demo.c3p

    Demo can be played here: hgwd.net/demo/play

    Your help would be greatly appreciated. Thank you!

  • It's very impressive! Is it an MMO? Btw, I've spent more time looking at your template and I will most likely purchase it today or tomorrow. Hopefully it will eliminate the remaining oscillation in my game. Thank you for taking the time to answer my questions today. Excellent support!

  • You seemed really experienced with Construct Eleanor. Did you publish anything?

  • Right. Just no decimals for the imagepoints then. Thank you.

  • Hi Eleanor, thank you for letting me know. I'll keep an eye on it for sure. At the moment I seem to be on track to fixing everything. The second screenshot you posted in the description helped. I wasn't aware I should avoid using odd numbers for my sprites. I've also started making sure all my imagepoints are set to integers.

  • Amazing, I can work with this 100%!

    Would you recommend rounding the player co-ordinates like this?

    round(Player.ImagePointX("Aim_Center"))+100*cos(a)

    round(Player.ImagePointY("Aim_Center"))+100*sin(a)

    I was still seeing a bit of jerkiness, but 90% less. So I added the rounding and repositioned some of the objects to x, y integers and as far as I can tell that eliminates the jerkiness. Except for the player, since the player's x position is never set to a round number. I'll continue testing and tweaking after work tonight.

    I'm very grateful, thank you Dop!

    Edit:

    Also, first time using the MoveTo behavior. I'll read the docs and play around with it. Seems like it could be super useful.

  • Thank you for taking the time to help Dop. I hope the code wasn't too confusing. I'm gradually trying to improve the organization as I build and learn. It's my first project. I think I've improved a great deal since I started using Construct a year ago. Still have a long way to go. Anyways, I'm working this morning, but I will try your method after and let you know how it pans out. Much appreciated sir.

  • I've started implementing gamepad controls in my game. Everything is good, except the camera (crosshair) lerp... When the camera reaches its max distance the player and the surrounding objects start shaking. It stops when the camera's position stabilizes. It's really annoying, see the video below:

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    Here is the online demo: hgwd.net/mgc/index.html

    And my project: hgwd.net/downloads/MGC-v293.c3p

    I've done a lot of research on the forum yesterday. And I've tried many solutions but nothing works. I need help. How can I prevent the shaking or is there any trick I can use to mitigate the oscillation/jerkiness?

    Thank you.

  • I made a breakthrough. It's still pretty broken, but I should be able to figure things out.

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  • looks like a mix of Contra and Rush'n Attack !

    Haha yes sir! Actually, it's a hybrid of the original Metal Gear games and Contra with some others thrown in the mix Rush'n Attack being one of them. All the assets will be modified. I'm working on the gameplay and the overall mechanics of the game first. Many of the assets are already originals.

    Here is more gameplay.

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  • I'm still working on aiming with the gamepad, but I got this to work at least (with the mouse).

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    I'm trying to do the same with the gamepad. Hopefully the video provides a better idea of what type of aiming system I'm going for.

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  • Hi Allan, thank you for your reply. I don't know why the links don't work? They work fine when I paste them in the URL bar.

    http://dforms.ca/downloads/GamepadMouseAimGame.c3p

    Indeed, pretty sure I will have to use clamp to stop it from going under the HUD. But, I need to resolve my main issue first which is moving the cursor all over the viewport and making sure it follows the player.

  • Hello everyone, I started implementing gamepad controls yesterday and the aiming is kicking my ass... I usually am not bad at figuring things out on my own, but right now I'm not sure where to go from here.

    Here is a recording of what I have so far:

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    In a nut shell, I want the aim (center of the red circle) to stop at the extremity of the viewport minus the HUD on the right. See the screenshot below:

    Here the .c3p for my prototype: dforms.ca/downloads/GamepadMouseAimGame.c3p

    Note: Clicking on the link doesn't work right now. Just paste it in the URL bar.

    http://dforms.ca/downloads/GamepadMouseAimGame.c3p

    And I'm using this example project: dforms.ca/downloads/GamepadMouseAimDemo.capx

    http://dforms.ca/downloads/GamepadMouseAimDemo.capx

    Thank you for your assistance!

  • lionz I thought it didn't matter as long as I was using image points. The documentation doesn't mention anything about having to center objects when using the pin behavior.

    eleanorjmorel I ran into issues early on when using pixel rounding and opted to have it turned off. Regardless, I tried with pixel rounding and got the same result plus some jittering when jumping. I'm worried that turning it on now will cause other problems.

    I don't know what the cause is, but I'm convinced at this point that my bandana's offset issue is related to the player sprite's width being modified on runtime.

    I am currently comparing my version 165 to my version 162. In v162 the player sprite is not deformed and the bandana is positioned properly.

    Edit:

    I give up. I'm reverting to my version 162 and pick up from there. Thank you for trying to help guys.

  • I've just spent another two hours trying to understand what is going on. As far as I can tell, I'm doing everything right. Are pinned objects off when mirrored regardless?