jmiller4180's Forum Posts

  • How would you do the arch then? The destroy part on distance traveled makes sense, and seems like an easy solution, but arching is my trouble now.

  • This actually makes sense have not tried it yet, but will.

    Hey jmiller4180,

    that would be an option:

  • I have a top down/side game so there really isn't a solid for a projectile to land on and it would just fall off the screen. How do you make a projectile fired from a sprite arch and then make it stop once it gets near where it calculated the arch point to?

  • Dang! I knew it had to be something stupidly simple. Thank you.

  • Easier to just provide CapX https://drive.google.com/file/d/1UvdnmT ... sp=sharing

    here is image with all of the code if you dont want to download the capx https://imgur.com/a/soCWF

  • Its almost like there needs to be more to the LineofSight behaviour. Like a "HasLineOfSight = True or False" or "LineofSight_Target = UID" to use in events. The invert doesn't work very well or at least I am not able to get it to work very well.

  • I am trying to figure out something weird going on. Maybe I just cannot wrap my head around the problem.

    https://imgur.com/5HbO6ct

    • Enemys spawn and then find path to the next checkpoint.
    • If along the path they get a LineofSight to a Player_Solider they "Pathfinding STOP" and set the variable EnemyX to Player_Soldier.X, and variable EnemyY to Player_Soldier.Y , so this way it can store its target. (there may be an easier way, but not sure).
    • Bullets Fire, Everything is smooth until one of the Enemy soldiers loses line of sight of its target.

    So when the enemy loses line of sight and doesn't have sight to anything else it should follow the ELSE code and set SeesEnemy to 0 along with EnemyX to 0 and EnemyY to 0, and then find path to its target (didnt screenshot that part). Instead it will just sit there and fire until the other Enemys that still have a LineofSight destroy their target. Then they all move again, or they all just sit and continue firing at nothing.

    Any help is appreciated. What am I doing wrong?

  • I find myself doing a tremendous amount of tedious work. My characters run at 16 angles, and because of that I need to create 16 different animations for each of the various things.

    Running, Die, Explode/Die, Shooting

    Idea:

    Text Input Field. Option to create multiple animations. So text box comes up that will allow you to name it say something like Run_ , then asks how many you need. Put 16. Push a button and bam 16 new animations in order Run_0, Run_1.....Run_16 . This alone would save many people, a large amount of time, and can be expanded on to allow putting in sprite sheets automatically based on a directory structure. In the directory you could simply have folders 1-16, and it will automatically take the images in each of those directorys and apply them to the correct animation in that action(Run, or Shoot, Or Die, etc).

    Name: Run_

    Number: 16

    Directory: C:)\BlahBLah\WhateverGame\RunAnimations (which has 16 folders in it, numbered 1 to 16 each having its angle/direction of run animation in it)

  • Link to ScreenShot of one of the weird errors. http://imgur.com/gl3pZDp

  • I found a save file from August 4th. It won't open that one either, says to make sure it is a valid c3p file. Am I screwed here?

  • I opened up my project, made one change by adding a turret behavior to a turret. Saved via cloud and browser. Hit RUN to test it. It crashed, told me to save, then restart.

    I restart and try to load the file, it says its not a valid c3p file, then try the one that saved to the cloud and it fails to open that one...I thought having two saves in two different locations would have been a decent way to make sure I never lose one as I never imagined Construct 3 would corrupt both save files.

    I am really not sure what to do at this point besides start over. There is literally 100+ of hours of work that just went poof into corrupt land. I am beside myself...like just cant imagine having to start over again and this is my second time having to start over on the same project in Construct 3. Construct 3 should not be used for production in anyones case, ever, until its fully stable and ready. I think I have learned my lesson now though. Cancel Construct 3, and stick with Construct 2 I guess. I cannot believe this.

  • I don't expect sympathy really. They no doubt are putting a lot of hours and work into construct 3 but in my opinion it's a step backwards.

    Opens the opportunity to check out other software and just continue using construct 2 I guess.

  • I like the idea of Construct 3, but feel like I am a paying beta tester at this point.

    Problems--

    Previews wont load in Chrome, Chrome crashes and says it runs out of memory.

    Saving is slow..couldnt tell you how many times I didn't realize it wasn't done saving to Google Drive before I closed chrome to go run some errands or something come back and realize a chunk of work is missing and I have to re-do it. It doesn't help that the percentage stays at 0% no matter how far it is into the save process.

    Loading a project is pretty slow as well. I mean its not horrible, but a couple of minutes...Construct 2 loaded bigger projects in like 10 seconds.

    Now I put a lot of work into the Construct 3 project after importing from Construct 2 project trying to get it in a state where I can put up a trailer in Steam as its already approved, but using Construct 3 is only making it more difficult and more time consuming than it already is without these issues.

    The problem with creating something for a browser is that browsers can be different based on the user. So many different variables to account for. Horrible decision to make construct 3 browser based.

    Fairly disappointed in Construct 3, way step backwards in regards to usability from what Construct 2 is, and its the same thing, not really anything to new or great to spend the extra money on. I don't want to hear the blah blah its in beta, blah blah it has bugs, blah blah. I paid for it already, I should at least be able to use it in a reasonable way.

    Man I am not looking forward to going back to Construct 2 and re-doing weeks of work. *Sigh

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  • May I ask a question. I am struggling with having large animations from my graphics artist. The weird thing is. When I shrink them down in a graphics editor and then import into Construct they get fuzzy when zoomed in on them. If I just leave them pretty large and then shrink them by just scaling inside the layout (they are fuzzy if I permanently shrink them with the image editor) down inside Construct when zooming in they look really crisp and nice with no quality loss.

    It would be nice to be able to shrink them down to size outside of construct and then import them so Construct doesnt have the extra work but I cannot get the same quality. What am I doing wrong?

    The images are PNG.

  • Yes that looks really nice compared to some of the other ones i saw. Thank you. One thing I wanted was ghosting when a player sprite leaves an uncovered area, so it sort of partially fogs over, you cannot see anything new under the fog but its sort of like a snapshot of what you saw while it was revealed minus enemy units.

    It was suggested to do ghost sprites which is actually a good idea, so the sprite clone would just appear in postion when cloud fogs back over, but it is all sort of confusing still.