dupuqub's Forum Posts

  • Sorry about the confusion. At the start of the game, the system should generate five pairs of letters in boxes. I thought starting with one letter and one row would be the easiest way to figure out the logic.

    I've gotten as far as creating a layout and naming boxes. Someone much younger and smarter than me told me this would be easy to build on this platform. I think I'm in over my head. The world needs ditchdiggers, too.

    Many years ago I thought I could never code/make games. I was 100% convinced of it, but some people around me told me it was possible, and I was lucky to believe them (I have since worked on many projects as a programmer and web dev). I'm telling you right now, you can do this, and we are all here to help you.

    Now, concerning your specific issue, firstly I'd suggest going through dop2000 idea, it's very informative and generally useful.

    Secondly, if I understand correctly, I would make some empty String variables to be the containers for your pairs.

    Then I'd make dop2000 code into a function that returns one of the random letters, and use a "repeat" or "for" loop to run the function as many times as you need and populate the empty strings.

    All the best! You can do this.

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  • Thank you for the feedback! I believe it shows nothing on safari iOS because it only shows something when a key is pressed in WASD. I can in the future make it mobile friendly for sure.

    I'll also think about implementing a way to save the noise normalization, and maybe also save the map in a Json or smt so the movement is more fluid.

    Currently though I'll research the math a little bit more, because the higher I set the sphere radius, the more distortion I get in the seams, I don't know why yet, but I believe I'll be able to find out.

  • Hi!

    Recently I've been very interested in the idea of a seamless map generated by noise, but I got really frustrated that (afaik) C3 doesn't have something like a toggle to generate a seamless noise...

    So I started developing a Latitude/Longitude to Cartesian, so we could walk on the surface of a sphere, but still showing as a plane.

    First things first, it's working, and if you want to use it, feel free to.

    But the catch is, I've always been lousy with maths, and honestly I got it working fine, but I don't know exactly how it's working, because while researching the topic I faced several different formulas of translation from lat/lon -> cart, and also found several sources citing that I should translate the degress to radians, although when I do so, the image stops being seamless.

    If anyone would care to help me understand with more depth and improve this system, I wish we could at some point make it a little more reusable, and give it to the community as a template if that's of interest.

    Seamless_Noise.c3p

    I appreciate any feedback.

    Cheers!

    Tagged:

  • My monitor is at 1920,1080 resolution, as my viewport and layer size in the engine.

    When I changed the resolution, obviously the snapshot changed sizes, but How come a 256 by 256 Canvas is measured at 257 and 257 in the undisturbed 1920 by 1080 resolution?

  • The thing is I did exactly that, I tripled the size of the walls, I also did try Bullet and Sine as per your idea, but the character still managed to clip through.

    In the end there's nothing I can trust regarding movement, I honestly gave up using the behaviors provided and resorted to build a custom movement system that is precise.

    I deeply appreciate your input though.

  • WackyToaster This was my first instinct, you can even see in the gif that the moving platform has a number in it, this is how many pixels the platform moved, and I added that to the character, but unless I make it go down also, which looks not so good, because it appears to be teleporting, since I have to go beyond the midpoint in the hitbox, it won't work.

    rojohound This is exactly what I'm doing, I have a box that moves around and then a sprite on top of it that I animate accordingly. I actually only did that trying to fix a wall glitch issue I posted here, but after making it so, the issue persisted, and so did this issue.

    But either way, I deeply appreciate the feedback.

  • Has anyone ever faced this problem?

    It looks like the engine keeps ejecting me updwards, I even tried forcing my character's position to go farther to the side and down, but still, the engine ejects me upwards, unless I make it completely forced, and then it just looks like the character teleported down.

    This is not my only issue with moving platforms, but I'm extremely hopeful someone can enlight me on this specific issue, otherwise I can't think of any solution unless changing to some engine I can hardcode the collision behaviors.

    As a side note, has anyone ever hardcoded their own collision inside construct? I have coded my own collisions before, but not using C3 engine, and I worry about performance.

    I was considering going for something like P5.js hybrid inside C3.

  • As you can see in the gif, my character at times just changes sides from this moving solid object.

    The object is using "MoveTo" and "Solid", and my character has "Platform".

    I've been looking at for three days and can't seem to fix it.

    I changed the movement to tweens and it kept glitching, I used Timelines and it also glitched.

    I understand this is like a "solid ejection" like my character is somehow overlapping the moving solid, but when I check for overlapping triggers, nothing pops out.

    And also the gif clearly shows that the moving piece is very slow, so it boggles me even more.

    I'd appreciate ANY feedback, thanks in advance.

  • So, it's not a bug!

    Timelines execute before all the behaviors and "every tick" triggers.

    I should've used Hierarchies instead of Pin.

    Diego explained it to me in the link below if anyone's interested:

    github.com/Scirra/Construct-bugs/issues/7804

  • I even added a Pin to the wall, but the platform behavior keeps checking that there is no wall on the sides of the character (hence why it falls).

    So, is there any fix to it? is this a bug? am I doing something wrong? like, I can't make its position more precise than the "pin" behavior... I'm at a loss here.

    EDIT: just reiterating, the moving wall is moving because of a timeline.

    EDIT 2: I made this small example to showcase the issue.

    drive.google.com/file/d/1n_7iUmlSYrgr2DIYt_Zr1Rf2E0gQ6DZl/view

    EDIT 3: Also, as you can see in the example, after you are pinned to the moving wall, if you jump when it's moving away, you perform the jump normally, but if you jump when the wall is moving facing you, then you hit your head below it, so that I think illustrates a lot of the problem where I think there's a mismatch between registered positions from the "every tick" trigger and the "timeline" movement.

  • I've a very specific problem, a character wall climbing a moving wall.

    Consider this wall is moving away from the character, but I want it to still be connected to it.

    Well, I read the walls position and reassign the position to my character, but it seems that the position I get in something like "Wall.X", is actually the previous position (i.e. the last tick).

    Am I correct? Does the Timeline animations happen before or after the "Every tick" trigger?

    I appreciate any feedback, thanks in advance.

  • dop2000 do you mean to tween only the values and then set these values to ImageWidth?

  • thats a nice solution, but another one I used was having a static invisible object for hovering and then tween the visuals. Your solution seams cleaner though.

    EDIT: Nevermind, I just realized another major difference is that I save the name of the entity being hovered as a variable whenever the hover recognizes a change, and then I reset all my tween appearances, so essentially Im changing everyone's tweens at every change trigger. I'm embarassed to show the complete size of this function, but this is part of it.

  • Will the next beta drop with this fix? My current project is essentially a bowl full of timelines and timescales.

  • super dope game! 10/10