funcooker's Forum Posts

  • drive.google.com/file/d/1W4LewpH-HBmXeGouX8km5_XlB_ih03JA/view

    Something I downloaded from the forums a while ago. I forgot who made it and really couldn't answer questions about it, but I hope this helps.

  • Thank you lionz!! You have saved me. There are like three other places in my project where I can use this too.

  • I am making these wheels that have four platforms on them. If you step on the platforms on the side, it makes the wheel rotate.

    Right now, that sequence is triggered by the player landing, and checking if the player is overlapping a platform. If the platform has the right variable, the wheel turns.

    Unfortunately, I can't get it to work with more than one wheel. I really do not understand what to do.

    I thought maybe a "for each" condition would help, but it still wouldn't know which wheel. I thought maybe I could give the platforms a variable and check if it matches the UID of the wheel, but that isn't working. I'm considering making the wheel have a huge hitbox and just include "is overlapping wheel" as a condition. It just feels hackey.

    Is there a better way that I could reference which wheel needs to turn when the wheel isn't a part of the conditions for triggering the event?

    Link to project drive.google.com/file/d/1a5ltQelW9wZ19qgz-5j9NRk0THOuHSLQ/view

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  • I was experimenting with making a side-view physics game, what I have now is really similar to the golf template

    editor.construct.net

    What I am trying to do is while the ball is in motion the player gives input and the ball suddenly behaves as if it released a parachute. Meaning: it would carry the same directional motion, but would slow momentum and gravitational forces.

    Hitting the same button again would "release" the parachute and drop the object.

    In-game its supposed to be a seed that grows some dandelion-like fuzz, to clarify the parachute element. I'd also really like to add wind forces but one step at a time.

    Also:

    I am so much more familiar with doing some of this stuff with bullet behavior, I kind of want to just have the physics object swap behaviors to bullet behavior. But in that case, is there a way to change behaviors but continue the angle of motion?

  • I got this working, thank you so much!

  • I am working on a game with tile-based movement.

    I am trying to recreate the ice floors from Chip's Challenge- basically if the player stepped onto an ice tile they would lose control of their character, and the character would slide in one direction until they 1. hit a wall and bounced back, 2. hit a special tile that deflected the angle of their bounce, or 3. stepped off an ice tile and onto a normal tile.

    I have been trying to recreate this but its really sensitive and glitches out easily. Has anyone done anything like this with tile-based movement before?

    (Honestly having trouble with similar conveyor belt floors but making that post later after I make more tries.)

  • Thank you! You are my raycasting savior.

    Downloading this now.

  • dropbox.com/s/gw45vy559452i36/raycastingLaser.capx

    For my game I am trying to make different laser turrets that point in different directions, and have sine behaviors. I would like the lasers to get blocked by solids.

    I followed this amazing ray-casting tutorial to get started

    construct.net/en/tutorials/lightning-fast-raycasting-587

    It worked like a charm ... but it only works for one ray-casting object at a time.

    (You'll see in my project file if you delete the other "sentry" objects, the remaining one is functional.)

    I feel like I'm just missing something obvious, but maybe it is a much more complicated problem.

    dropbox.com/s/gw45vy559452i36/raycastingLaser.capx

    EDIT: Honestly even if there is a way to fake this? By maybe only activating the raycast object that is on screen?

    Tagged:

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  • This is really fantastic! Thank you both!

  • I am trying to make "waterfalls" that start at an origin point and stretch down until they're in collision with a solid object.

    My game is going to have several different objects capable of blocking the waterfalls, so I put them in a family called "shelter" and have the waterfall measure the distance between its origin and "shelter" objects and change height to be that distance.

    The problem is the waterfall is only recognizing some of the shelter objects and flowing through some of the other ones. I feel like I'm just missing something obvious, can someone help me out?

    (Also, am I going to regret how this is set-up, performance wise? Will my performance get screwed up with all these distance measurements and collision checks?)

    drive.google.com/open

  • Was this audio tested in Construct 2?

    I am unable to get the tracks to play in my game. Importing them into the audio folder making sure to get the m4a and ogg files.

    system>on start of layout> play Loop# looping at volume 0

    Audio still not audible in game. I tried importing at different qualities and testing in different browsers.

    Maybe I'm just missing something.

  • My game is going great but there are 82 collision checks a second at the moment. My laptop gets audibly louder when I test it. The game is only running at like 40 fps. And its only a test room right now.

    I just can't avoid using all these "is overlapping" cases. Is the player overlapping a ladder when they press up? Are they overlapping a water sprite? Are they overlapping a moving, but solid platform at an offset?

    Does anyone have any tips for reducing these collision checks? If I add more conditions like "is on screen," "is falling" etc, will it help reduce the number of background collision checks or just increase processing because now the game is trying to check for even more conditions. What do y'all do to keep Construct running squeaky clean?

  • Thank you so much, you really saved me! I can learn from this, thank you for notating it as well!

  • I'm back again! Hit another block that is confusing me.

    At the start of the layout I spawn two random groups of "gem" sprites. (Right now they are two different sprites so I can have more control over how frequently the larger gems appear.)

    The gems:

    Can't overlap each other

    Can't stick outside the board (or overlap with offboard sprites)

    Can't overlap the yellow "rock tiles," tiles that are on frame 5

    Must stick in the grid formation (they are currently doing that at least)

    And additionally, after they're all spawned I have to be able to keep track of how many exist

    Right now they're spawning on top of each other, spawning partially outside the board, and spawning on top of tiles I don't want them to spawn on.

    I was trying to do a system while gem is overlapping thing it shouldn't be the gem position is put randomly someplace else, in hopes that it would just keep shifting them around until they're not breaking any rules. But this really doesn't seem to make any difference. I think I'm probably just making a dumb mistake or missing something. I feel like I hit a wall again so I'm posting this in hopes someone can help me out! Thank you!

    https://www.dropbox.com/s/9r1xozyi0e9by ... .capx?dl=0