e5cfcce4-e0ba-4965-8e74-429843f02236's Forum Posts

  • I mean this is and was allready my favorite engine...

    But i mean... If we could really create complex ifssss it would be so crazy...

  • Hey man this looks really crazy.... any idea on how can I reproduce that here??

    Because usually when I select the event compare variable it always offers me just one option like > or < or == or >=

    How can I make a complex compare variable??

    If that is indeed doeabllleeeee.... OMGG I would be so much in shooock... It would save me sooooo much time....

    I am coming to the conclusion I am spending more time then I should when making games...

    So How can I do this??

  • I mean its been years I have been using this engine .. I tested all others...

    Altough one of the few things that I miss from both Unity and GMS is that we could create complex IFS.. for example using if(a == b and a!= c or a || d) => Print(a)

    This is just an example of a complex if we could do in other engines...

    Jeezz man If we somehow could create better if statements this engine would be a banger..

    This engine has loads of pros => one line of code to save the whole game + endless other things...

    Altough I must confess I miss a lot some complex IFS to help me reduce the amount of code I put on here...

  • Btw I just want to add I was having the same issue wich made me give up!

  • I dont know if I am missing something...

    But it would be nice if the sprites could have mutiple colliders...

    I mean would be cool to have colliders for body.. colliders for sword ...

    I can see so much being done with it...

    Anyways just trying to help..

    Oh just to mention... I wouldnt myself like the idea of collision box...

    I think the way C3 handles it is really awesome... What I would really like is when we click the colysion polygon we could somehow be able to create even more colision polygons...

    but maybe I am missing something again anyways thanks!!

    Keep up the amazing engine!

  • Btw I was able to so much now ...

    Physics are working like a charm on my game!

    =)

    thank you!!

  • Omg guys!!! I am learning new things everyday!!

    This engine is indeed impressive!!

    Thank you very much for reply!!

    I will try that now!

  • I mean to be honest making a mining node that spawns a mineral and throws it in the air and then collides on floor

    This doesn't have anything to do with an engine limitation.

    Well... I mean there is no physics right?

    I might have missed something....

    I know I can make the minerals spawns at x,y then move down with 8 direction... but the flow is unnatural....

    I would like the mineral to have a force applied to it that makes it go to the sides.... then I would like a physics simulation of my mineral falling on floor.....

    I am not aware C3 is capable of this...

  • Thats a good answer!

    I am so happy I dont need to change!

    I love this here =)

  • Ok guys.. so I am kinda of a beginner dev... I already used Unity GMS2 and RPGmaker to make games...

    And yes its quite obvious RPGmaker is very limited.

    My question however is.... How limited is Construct 3?

    Because I was reading a subrredit with people saying that Construct 3 cant do everything for 2D games...

    They claim however Unity is capable of everything.

    I am asking this because... I myself never found limitations...

    I mean to be honest making a mining node that spawns a mineral and throws it in the air and then collides on floor (Making it was somehow hacky... and I couldnt get the result I wanted)

    Btw lets supose we are not using JS for things ok?

    But people on subredit also said that for example Unity can make dynamic text.

    For example making a word appear blue in case player has triggered X for example...

    Again I will repeat I am asking this bc I usually had very few limitations. Right now I can only think of the mining node.

    So... can we elaborate things that cant be done in C3 (at this moment) ?

  • Lol I am so glad I could help!!!

    Keep it up man!!

    =)

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  • I mean most of my planks when on the ground are all groupped together....

    I want to pick them by walking on top of them

    I allready searched the forums but most of the solutions arent working...

    I mean I did add an overlapping plank and pick top (family) and doesnt work.... It always misses the correct ammount...

    I tried pick nearest furthest... but also doesnt work... It also misses the correct ammount...

    I tried using a combination of both of them...(I got better results) but still misses most....

    I also tried pick random instance and it also doesnt work... ( the total ammount looted is never equal to the amount of instances dropped...)

  • Ok guys lemme explain what I am trying to do...

    I have a dude cutting wood right?

    so that means that when tree is cut down some wood planks will fell on the floor...

    => this is a TOP DOWN game.

    PROBLEM: I need to walk behind the trees and I also need to walk in front of them...

    MY SOLUTION: I created a new object at the bottom of the tree. And now I check if player is overlapping the object... In case he is.. The tree will move to the layer below and if he isnt the player will move to the above layer.

    That creates an effect that the player can walk behind and in front of the tree....

    There is a problem however....

    If I am behind the tree and walk down... I will cross trough the tree because there is no colider right?

    So I added a collider... but now when my planks fell from the tree , they hit the collider wich stops them from falling on the floor.

    HOW DO I SOLVE THIS??

    Here is what I am doing... I added a new object on top of the collider that checks if the planks are overlapping it or not... In case they do are overlapping, I change the Y position of the plank to go below the collider , That creates an illusion that the plank is falling...

    MY CONCERNS:

    I would like to know if I am missing something because I think the way I did this is way too hacky...

    Anyways looking forward for some response!!

    Thanks!

  • the dlls you will find them inside your SDK folder....

    "Download the Steamworks SDK from the Steam partner site. Make sure the version matches the one specified for the Greenworks plugin version. From the redistributable_bin folder, copy the appropriate file for the platform. For example add steam_api.dll to package.nw for the win32 build, steam_api64.dll for the win64 build, etc."

    step1: place your SDK 1.50 inside documents !

    step2: open your SDK 1.50 then open redistributable_bin folder

    step3: discover whats your operating system

    step4: copy the file apropriate to your operating system (steam_api64.dll or steam_api.dll)

    step4.1: open => public/steam/lib and select either sdkencryptedappticket64.dll or sdkencryptedappticket.dll based on your operating system.

    ps: put these files inside package.nw inside your game folder (you downloaded from construct 3)

    step5: you know the zip file you downloaded from Construct containing your game?

    extract it into the content folder of your new SDK 1.50

    step6: make sure you open package nw inside your content folder containing your game and place the dlls inside it.

    step7: you know the NW.JS you downloaded from NWJS? (Every NWJS is an executable)

    you can even right click it and you will notice your NWJS has an .exe extension.

    step8: Inside your content folder containing your new game with dlls inside the package.new make sure you remove the .exe from it or just delete it.

    step9: (VERIFY you no longer have the .exe of your exported game and then move your new NWJS 0.60 inside your content folder containing your game)

    step10: Create a steam_appid.txt file and inside it write your appid frm your game.

    step11: make sure your depot_build.txt inside your scripts folder contains everything you need to export your game on steam including the new path inside "LocalPath".

    step12: make sure you replace all your appids and depotids with your games appids and depotids. inside the script folder... there is a youtube video for it (Steampipe tutorial)

    you will launch your game on steam...

    make sure that on steamworks page where you have the path to your executable you add "in-process-gpu" inside arguments right below your game.exe also make sure you rename your exe path as the same as your games path....

    take care!

    Hope I was usefull!

    =)