Fib's Forum Posts

  • There are 2 types of blending, alpha and color. The default blend modes in construct, like destination out, do alpha blending (except additive, which confusingly is a color blend).

    Your issue is that alpha blends will never affect color, they are more like boolean operations on the alpha channel. What you need is color blending which are all found under the "Effects", like multiply and screen. As stated earlier though if you want additive blending then that is in the same list as the alpha blends.

  • a guide with some techniques for loot boxes, rewards, store, iap, rewarded ads, virtual coins etc, and how to actually make people buy the crap :DD That's the tutorial I need

    Sadly I know nothing about any of that. I know a little about selling premium games on steam. But most of those topics are mobile specific and I don't make mobile games.

  • Hello,

    I've been around the forums for years and feel like I want to give back to the community in some way. So I'm thinking about making a tutorial, maybe a few if it's well received. But I wanted to get your feedback on what kind of tutorial would be most useful to you.

    Before I ask I'll tell you a little about myself. I've been using Construct for about 5 years. I've launched 2 construct games on Steam, Whitevale Defender, and Daka Dara. One educational game I made as a contractor (can't link that one). Also made small game jam games you can find on my itch.io page. I'm not saying those are good games, but that I've learned a lot.

    First off, I'd like to focus on intermediate to advanced topics, as I feel there are plenty of really good beginner tutorials already out there. It will be Construct 3 only. Finally, I don't make mobile games nor online multiplayer games so I can't do anything related to those.

    So what kind of tutorials would be most useful to you?

    • How to create a specific genre with a broad take on the genre specific tropes (zelda-like, jrpg, rogue-like, city builder, survival, etc.)?
    • In-depth on a specific game topic (visual/audio effects, dialogue system, enemy AI, RPG battle system, loot system, menu system, input re-mapping system, etc.)?
    • Technical topics (loading/reading data, debugging/testing, how arrays/dictionaries work, how NWjs works, installer for NWjs export, etc.)?
    • Game design & production (brainstorming/refining ideas, pacing/balance/choice/randomness, story/meaning, scheduling/planning, production process, organizing a large C3 project, etc.)?

    Those are the broad topics with a few examples to get your brain thinking. So leave a comment about what kind of tutorial will be most useful to you and I'll wait about a week before I make a decision.

    Tagged:

  • That's super exciting! Good job MP2 Games. I'm curious how well Cyber Shadow will do sales wise, so I'm keeping an eye on it.

  • There's a ton of music (of varying quality) on OpenGameArt. In the top right go to Browse-->Music.

    https://opengameart.org/

    If you'd like quicker access to higher quality music and are willing to pay check out Audio Jungle.

    audiojungle.net/category/music

  • So it depends greatly on how the engine is written. Yes, a poorly written, unoptimized engine written in C can run slower than an optimized one written in javascript. So I guess the best way to say it, for example, an engine written in C for desktop has the potential to be magnitudes faster than a browser one in javascript.

    In C, memory is managed by the programmer, and can be used quite cleverly to minimize cache misses (if the programmer really knows what they're doing). There's no way to do that in javascript as far as I know.

    Also, because Javascript is interpreted, it cannot benefit from the optimizations that a C compiler can do. I realize there are "javascript compilers" like Google's Closure Compiler, but those don't produce highly optimized machine code, they just output optimized javascript. Which they appear to me be more concerned with download size rather than runtime speed.

  • Construct 3 actually creates the sprite sheets for you automatically. So there's no reason for you to attempt to organize your images into sprite sheets manually.

    In my experiences the performance of the actual Construct 3 runtime is generally very good for it being written in javascript and running in a browser. But keep in mind it won't out perform a runtime written nativly for the device. Since everything is web tech, if you want to export your game for desktops or mobile devices, we are forced to rely on wrappers like Cordova and NWjs. Those wrappers are great to get our games out to a wider audience but they have a lot of overhead and also run the entire game/app in a webview.

  • Oh haha gotcha. So did you get it to work then?

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  • I would first try creating a sprite just for overlap detection. Just change the size and rotation of that sprite at runtime between the 2 barriers, then check if your player disc is overlapping that sprite. That sprite would be invisible in the real game though.

    If the disc is going at high speeds then you could move the player's disc with the Bullet behavior and enable stepping mode so you can do more fine grained overlap tests.

    If you need the disc to only be able to cross in a certain direction, like crossing over the finish line in a racing game, then that gets a lot more complicated, but still doable. It would require you to model the sprite positions as vectors and compute the dot product. Let me know if you need this and I can attempt to elaborate on it.

  • There are several ways to get numbers out of Advanced Random. Here is the manual entry for it that explains everything it can do: construct.net/en/make-games/manuals/construct-3/plugin-reference/advanced-random. There is also 2 examples on the C3 start page under "Advanced Examples" named "Noise textures" and "Procedural terrain generation".

    It all depends on what kind of random numbers you need. If you need to a simple random number between 2 numbers, then just use the random system expression (search for random).

    If you are looking for something more complicated then that, then the Advanced Random plugin can do 4 things.

    1) Generate organized noise (perlin noise for example)

    2) Generate a gradient (I don't many people use this)

    3) Probability table

    4) Permutation table

    A use case for organized noise is for generating landscapes or procedural textures.

    The gist of a Probability table is being able to easily do weighted probabilities. Like for loot drops, 3 items each have 30% to drop but 1 item is rare and has only 10% to drop.

    The gist of a Permutation table is being able to draw from a randomly shuffled sequence of numbers, like a deck of cards. That way the random numbers never repeat.

    Hope this helps. Sorry if you know all this already. It's kind of hard to understand exactly what you're asking.

  • OHHHHH I see what your issue is. You ARE experiencing a bug where once a form control got focus, you couldn't return focus to the canvas.

    That bug was fixed in beta r203.

    So you can either wait until the next stable release (probably 1 - 2 weeks away), or just use the latest beta release.

  • Definitely not a bug. It's not working as expected because those are button click events (indicated by the green arrow next to it). So that means they will only ever run when the button is clicked. So I would expect your keyboard controls to not work at all.

    The "Or" condition has no effect on the whole event. You're basically saying "When the button is clicked, do these action, but only if the keyboard key is up or down (which is always true).

    The solution is just to create 4 events instead of 2:

    On Left Button Clicked

    On Right Button Clicked

    On Left Arrow Key Pressed

    On Right Arrow Key Pressed

  • Im looking to seed the RNG so I can pull predictable random values when needed but the only way it looks like I can get at the values is to choose to seed the runtime and use Random?

    Are you referring to the "random" function from the system actions? If so, inside the Advanced Random plugin, there's a checkbox to replace the system random seed. So unchecking it will make the seed for advanced random and system random separate. If that is checked then both will be the same.

    Is that what you mean?

  • I think you're wasting your time by attempting that stuff in C3. I would personally just move to Unity. It has built in matrix/quaternion class that gives you everything you need for the complicated 3D math stuff. There is a ton of tutorials on how to get crisp pixel art too. It's actually super simple. A billboard is just a plane that is always rotated to face the camera (super easy in Unity), and Unity has a top of the line shader graph / vfx graph for creating visual effects.

    Or if you're interested in doing all the 3D stuff yourself from scratch, just go learn openGL: open.gl

  • Yes I think Construct could do all of that. Construct can do parallax really easily, a particle system, lots of effects like blur, distortion, vignette, blending, color adjustments, etc. Construct also has a surprisingly good audio system which has 3D positional audio, real-time filtering (low pass, high pass, etc.) and reverb.

    It really all just depends on whether you have the skill and time to complete a project like Hollow Knight.