Kayonji's Forum Posts

  • 12 posts
  • I just found an effective way!

    I created a solid sprite, full black, added the "Screen" Blending effect to make it transparent, and then every other thing I threw there made it work as a displacement map:

    I added Scan lines, 50% noise and Bulge to make it look like an old CRT television. I also downloaded the free addon "RGBA Channel Separation" construct.net/en/make-games/addons/98/rgba-channel-separation to create a chromatic aberration effect.

    The result was pretty cool:

    Hope it helps anyone with this problem.

    Happy Holidays!

  • Hi there!

    I've been wanting to create a CRT monitor filter for my game and my idea was to create a top layer to serve as an adjustment layer and add some effects to it, like Bulge, Crt Scanlines, noise and so on...

    The problem that I find is that some effects on construct only affect the elements on the same layer as it is, and that wouldn't work for me because I have multiple layers that I want to apply the effect on (HUD, Objects, Background...). Bulge and scanlines are some of them.

    As applying the effects at each one of them would make the project a heavy mess, what could I do to apply them all to a top adjustment layer which would show it at all the layers below?

    I tried some solutions found here at the forum and even bought an OLD TV effect, but it was for C2 only and didn't work on my C3.

    Thank you in advance!

    It's a rather old topic, but I just wanted to say for newcomers that I had this issue yesterday and in the export menu (deduplicate, recompress, Minify), changing the Minify mode from Advanced to "Simple" somehow solved the issue.

  • dop2000

    Ok, this is awesome. I noticed that the fps may naturally drop during screen transitions, solid screens and so on, so your solution makes more sense. Thanks a lot, I'm going to give it a go :)

  • looool it was so painfully simple it hurts!

    Thank you so much, I didn't even think about looking over the available expressions. That's exactly what I needed.

  • Hey there!

    I'm on the making of a mobile game for Android. While Android's a bliss, there are so many models that it's hard to create a single thing that works everywhere (even older phones).

    I wanted to do something like "dynamic scaling" for the game based on the phone running it, so if the game hits a low fps, the game reduces its effects/disables some sprites/behaviors to try to keep up.

    Is there a way in C3 to check for something like this? like

    If device fps < 30 ---> Disable Effect "water"

    I can add a settings menu to fine tune that, but would be cool to have a "fire and forget" option for casual players.

    Thanks in advance!

  • Using an instance variable on the spawner object, something along the lines of :

    Pick a random instance of spawner, where instance variable is not set to 0 (default/empty), set var to 1.

    Repeat this for 2, 3 and 4. You can use a for loop for 1 to 4 and use loopindex as the variable which will be 1,2,3,4 or just add 4 events top to bottom and they would run in sequence.

    Then you have 4 spawners each randomly set to 1, 2, 3, 4.

    Add logic to make 1 relate to a particular item, 2 is another item etc

    Or if the item names are known and its easier with text, set the instance variable to a string and say where instance variable is blank/"", pick a random instance of spawner and set to item1name etc and repeat 3 more times.

    I just saw your version after posting mine. Thank you! I'm going to give it a go :)

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Ok, so after a lot of trial and error, I solved it but it really feels like I took more steps than necessary for it, 100% improvise:

  • Hi, guys! I've been struggling with a small project here. I'll try to be as concise as possible:

    - My stage is a maze, and you have to collect four different items inside it in order to open the exit door.

    - There should be only one instance of each item in the maze.

    - I created multiple instances of a spawner around the maze. They have fixed locations.

    What I'm struggling with is

    - To make four of these spawners (picked randomly) spawn a different item each

    - Make the spawners stop after all four items are spread around the maze.

    If I had a Jarvis, I would ask him something like "at the beginning of the stage, pick four of these spawners randomly and each one should create a different item", but I don't know how to put this into logic... Any thoughts? Any help would be really appreciated!

    Tagged:

  • You guys are awesome, thank you for the tips! I tried all of the methods except for the Array sizcoz suggested, because honestly, I started on construct 3 a month ago and still haven't figured out how to effectively use Arrays (but I'll get there, I know they're a big deal).

    WackyToaster and newt, Rope worked a bit, but with some problems listed below.

    AllanR, your capx helped a lot, but I couldn't figure out some details from it that I'm listing here.

    I'm leaving a c3p with the problems I'm facing here (don't know how to save in capx), I would appreciate if you guys could help me out here.

    drive.google.com/file/d/1cJIwNZ_6VJg4k2I2O6-6U6-leHAPA2pS/view

    The problems are listed in the event sheet as comments, but are basically those:

    - I can't make the sidekicks follow each other in a soft, lerp way;

    - Make a smoother turn for the sidekicks when the hero turns from one side to the other;

    - Make them able to jump after the hero;

    - If "Hero" turns around facing a wall, the sidekicks won't cross that wall and get stuck like it's happening atm. Instead, they'll simply stop mid movement until the hero gets farther from the wall. (this one is super annoying because it's making the sidekicks get inside the wall and die/fall).

    Issues:

    - The lerp isn't working on the Y axis because I don't want the sidekicks to float, so the Every tick = lerp Y is nullifying the gravity;

    - Trying the Pin - Rope behavior gets close but makes the sidekick tremble for some reason, the following isn't soft and when the hero turns around, the sidekick instantly changes y position (which shouldn't happen).

    An important note is that the sidekicks are supposed to be cats, so floating behaviors won't work here (a shame, because they were way easier to implement).

    Thank you SO much!

  • Thank you for your replies :)

    WackyToaster — I'll give lerp a go, setting the sidekick to mimic the hero's animations (walking, jumping and so on) so it won't just slide behind the character.

    AllanR It's a platformer like in the examples I gave. I didn't think of pathfinder before because honestly, I'm kinda new to it and I didn't figure how to combine pathfinding movement with character animations yet (telling pathfinding that doing this or that along the way should trigger animations x and y). I'm gonna try your capx from the linked thread and see how it goes. Thank you so much!

  • Hey there!

    So, imagine a game where the sidekick is always following the hero, like Tails following Sonic or one monkey following the other in the Donkey Kong games. How can it be done in Construct? I suppose they need at least a bit of AI involved so they could overcome obstacles in the game or we would need at least some kind of mirrored movement of the hero, but with some delay.

    Some bonus scenarios:

    1: In case the sidekick gets left behind, it comes back to the screen by itself (like Tails);

    2: How to swap controls with the sidekick upon pressing a key or death of the hero (like in Donkey Kong)?

    Thanks in advance!

  • 12 posts