GeoffB's Forum Posts

  • It’s possible that you have an endless loop running. The music is on a separate thread so it’ll keep going, but the main thread is possibly stuck trying to do something repeatedly, indefinitely.

  • I work almost exclusively on mobile web games, and in my experience, BetterOutline is only really suitable for high-ish-end mobile devices and PC. I always test on a low-end device and run into issues often, especially with text objects. I end up removing it from my projects most of the time.

  • There's a built-in tween behavior now so there's no need to use third-party solutions. If you want to upgrade an existing project from C2 to C3, you will need version of lunarray_Tween that works in C3, which might not exist.

  • The multiply effect on Background layer was causing the blocks to not be visible. I moved them to Top layer.

    1drv.ms/u/s!AhWRm9FAXcyGkt0GONh3wY6rTpplKA

  • Put the Shadow Light object on a separate layer beneath the sprites. You can also set its opacity this way by adjusting the layer opacity.

  • Use something like "wait 1 * loopindex seconds" - this will ensure that for each loopindex, the wait is increased. Just be aware that this can cause some weird side-effects if you end up with overlapping events happening at the same time. So test as you go! :)

  • Something has bugged out with that tween plugin. I suggest you reinstall or update the plugin, or load up an earlier version of Construct and try from there.

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  • I'm not totally sure why you set things up the way you did, but here's a version that uses both UIDs and containers (two different objects for the 3dEnemy and Skeleton). Both are totally fine, but they'll have their quirks that you need to work around.

    1drv.ms/u/s!AhWRm9FAXcyGkthpl9UzhyOfFA2W6Q

    PS: don't set UIDs in the editor, as you never know when deleting something is going to break other things. Rather specify them at runtime.

  • There's a built-in example that saves a camera snapshot as a sprite. It's called Camera Input.

  • You can use the Pathfinding and MoveTo behaviours to do this. Uncheck Diagonals in its properties, and set the cell size to match your chess tiles. Pathfinding will generate nodes to move to, which you can iterate through as it moves (if you want to create rules for movement) or just tell the MoveTo behaviour to go direct using the path.

  • Set the blocks to be immovable. Then test if it has supports underneath, if not, set it to moveable.

  • You can set the collision polygon per tile - make a triangle shape that conforms to the art. The platform behaviour will allow the player to walk up it.

  • Hi, here's a (hopefully permanent) link to my sample: 1drv.ms/u/s!AhWRm9FAXcyGktgF6srfrFpCvPC4HQ

  • Seconding this!

    I’ve actually wanted to make a generic PnC template for a while, but the extent of it is daunting if done right. If anyone wants to collaborate on that (we’d have to figure out the process) then hit me up.