HellMax's Forum Posts

  • Basically, here's the code. If I have 1+ enemycores (works fine with just 1), it starts assigning random values to random enemycores (probably because all 3 subevents trigger simultaneously).

    Please help me figure out how do I make events in Construct loops trigger in order; or at least how do I trigger something each time for goes full circle.

    Thanks

  • roof object is just as a check; it has nothing to do with "front"

    Basically, I am checking whether my Sprite has a LOS to "front", but if "front" is solid then it's not visible to my Sprite. Its like saying I can't see my computer because its not transparent.

  • and if the 'front' is set to solid ---> the event doesn't trigger. Seriously?

    How do I fix this, this was supposed to be a vital mechanic (to be able to see walls, which are solids)

    (or am I just doing it wrong?)

  • Hello! I have too trucks and, to calculate collisions and such, I need a reliable system to measure their angle difference. Then, If angle difference = x, I know that one car is, say, perpendicularly against second truck's side.

    Is it even possible in construct, since angles go from -8 to +8?

    I've tried to come up with my own formula, but I am a bit unsure with the results.

    Thanks in advance.

  • Greetings! The pathfinding tutorial does not seem to be very expansive, so here are a few questions.

    1. Pathfinding does not seem to be very accurate (very seldom getting exact X and Y on arrival, aka destinationX != pathfinding_bodyX upon arrival.) How to I make it more exact?

    2. Pathfinding seems to find pathes alright, yet if there is a need to make a 180 sharp turn, it starts making long turns through the obstacles instead of rotating 180 in place and then beginning to move (this can be fixed by making rotation speed == 1000, yet I'd like the rotation speed to stay 16,as I have set it). How do I stop it from doing so?

    Please help, much appreciated.

    [Cellsize 32, Cellborder 50]

  • If used, the "trigger once" pseudo-trigger should always be used as the last condition. It's explicitely specified in the manual.

    Thanks a lot, friend.

    It's a bit odd that they haven't hard coded it to be last, like they had done with "On collisions" etc.

  • Greetings! This probably is not a bug, but a big misunderstanding.

    Basically, v1 (first image) works as expected.

    But v2 (second image) does not at all

    What am I missing? There's obviously some insight behind how C2 events work which I somehow missed.

  • If you set the resolution first, and only then apply fullscreen, then It seems to work as planned.

    Thanks for warning though, will test thoroughly.

  • Any opinions?

  • Hello!

    I've discovered that the best way for my project to scale is to turn 'Fullscreen in browser' to Off completely, and scale it yourself by making the project's resolution match the display resolution. It's a top down pixel racing game, thus it's okay. If the display is too big, I'll just let the player manually scale the layout from the settings (x1,x2,x3).

    However, this idea is my own and no one suggested it on the forums, even though I have asked several times, which is a bit worrying. Is there a fatal flaw somewhere in this system, or why did no one suggest it?

    P.S.

    Platform - NWjs

  • You mean the 1280x720 resolution being too small?

  • Having done more research on Point sampling, here is a continuation of this "unsolvable problem"

  • I am making a retro-pixel game, but for PC (through NWjs)

    Letterbox integer scale works well, yet the game is very poorly presentable since in most cases it has huge bars along the sides of it :/

    Is there a way/lifehack to avoid both using letterbox integer and not have point sampling render poorly?

    Or at least a way of making letterbox integer look presentable.

    Thank you in advance

    UPD : tried changing the resolution to square, not much luck.

  • newt

    Sorry, did not quite get what you meant by "scaled in a little close"

    Also, any flickering vanishes when you use "off" on scaling in browser. Since Letterbox integer is not suitable for PC games, I need an alternative way to scale it :/

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  • OMG absolutely 0 flickering if you disable scaling completely. O_o

    ...

    ..

    .

    How do I make the game resizeable then