Lou Bagel's Forum Posts

  • oh man, I missed these notifications. Thanks everyone!

  • I used Construct 3 to create a music video

    Subscribe to Construct videos now

    YouTube Link:https://www.youtube.com/watch?v=r_gM9vvpOfw

    Project on Itch.io: loubagel.itch.io/heartache

    Blog Post: loubagel.com/blog/heartache-music-video

    Would love to answer any questions anyone has. Made use of Construct's timeline feature as the main thing to map this out.

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  • Signal can be triggered like functions in the current 332 beta

    I'm not sure what the intended application or purpose that is referring to. Even though, I'd still say Functions are what you are looking for in this case.

  • I'm not sure what you mean.

    Those images are screenshots of my code, which works to be clear. So not sure why I would change out any values.

  • It sounds like you want Functions.

    Signal is only used in conjunction with "wait for signal", I believe. If there is no blocks of code waiting for a signal, I don't believe it will have any effect. And signal won't trigger that code to re-run.

    As for efficiency, I'd bet that you don't really need to worry about that in regards to functions.

    You can nest an OR block in a function. Not sure why you would need a top level OR block with functions. That is kind of the point of functions - if you need two blocks of code to do the same thing, they can both call the same function.

  • Oh, I switched it from using to Border box properties (BBox). Can't remember why, but important to know if following what I did in the images:

    The origin point for my pathfindingZones sprites are in the top left corner. If the origin is anywhere else that math wouldn't make sense.

  • Do these help?

    Like I said, I'm using pathfinding here, but same concept anytime you are picking an x,y location.

  • If you want the sprite truly anywhere on the layout, you can set the position to:

    random(layoutWidth)

    random(layoutHeight)

    Unless your layout is entirely open, as in no solids or areas sprites shouldn't be (walls, for example), you probably don't want this.

    If you want to do more of a concept of spawning zones, I would make spawn zone sprites. Set the sprites to invisible, so that you can see them in the editor but not while playing.

    In the condition part of your action, use the System condition (select System, not the sprite), and use "Pick Random Instance". This will pick a random spawn zone sprite each time. (if new, you might want to read about "picking" in events)

    If you want them in random spots in the spawn zone, you can use the same concept as I started off with, using set position to:

    random(spawnZone.BBoxLeft, spawnZone.BBoxRight)

    random(spawnZone.BBoxTop, spawnZone.BBoxBottom)

    I do a similar thing, except for movement instead of spawning, in this game: loubagel.com/games/sunnyside-smash

    I wanted the characters to move around randomly, but there are areas sprites can't go - in the water, in solid objects such as houses, and areas I don't want them to be such as right in front of the house doors. So I made a sprite object using the same concept I explained above. I covered the map of areas I wanted them to go with instances of this sprite. The nice thing was that they didn't have to be the same size - if there was a big wide open area, I could stretch one instance of this sprite over it all.

    When a character is ready to move a random "move zone" sprite is picked. Then, a random coordinate inside that sprite is picked. Then I just use the pathfinding behavior to move them to that coordinate.

    I know the example is a bit off topic, but hope it helped.

  • Made a simple little game but got a high scores table up and running. Check it out here and get on the leaderboard: loubagel.com/games/sunnyside-smash

  • loubagel.com/blog/sunnyside-smash-dev-blog-1

    On the blog post above, I posted the project as-is after the game dev stream, which the full video is linked there as well.

    The blog post also includes screenshots of the event sheet and notes on each event. So it isn't exactly like a tutorial but if you want to implement a similar mechanic it could be helpful.

    On that note, feel free to ask any questions if you are looking to implement something similar.

    It was only about 1.5 hours spent on this so nothing too advanced.

  • Participating in this game jam:

    itch.io/jam/beer-not-jam

    It is a long one so still plenty of time to enter!

    Decided to upload my project thus far. Basically just have the office setup to walk around:

    loubagel.com/blog/dev-blog-office-exploration

  • In this session I worked I used the effect Replace Solid Color to setup customizable hair color, skin color, tie color and pants color. This means I did have to add the effect multiple times to both sprites. Next I plan on doing a stress test to see how intensive this will be with numerous characters and if this will work and a ballpark on how many characters can be on the screen at once with this effect.

    I also setup six different heads for this, just for a bit of variety.

    In the project you can toggle from the character creator screen and a layout where you can walk around. This is simply to give it that game-like feel of doing something with your character after creating him and test out the different animations, which are just walking cycles for this one.

    Read more about this on my blog post: Custom Character Creator Dev Blog

    Also, I have this project to the Construct Arcade, for anyone not trusting links to my website :)

    This is what the screen looks like:

  • > > > My bad - I thought the function call was nested in the loop, not after it.

    > > >

    > > > Either way, this will still try to call the loop an infinite number of times in the same tick producing the same result.

    > >

    > > Yes, its calling itself once every time it runs. Its not inside the loop.

    >

    > This will still call itself an infinite number of times most likely causing browser to crash

    Yes, sorry, maybe my last post was not clear.

    I wrote that the calling action was inside the loop, as I saw that I was wrong I deleted my post and wrote a new one agreeing with yours. It is an endless loop.

    No worries, just trying to help!

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  • > My bad - I thought the function call was nested in the loop, not after it.

    >

    > Either way, this will still try to call the loop an infinite number of times in the same tick producing the same result.

    Yes, its calling itself once every time it runs. Its not inside the loop.

    This will still call itself an infinite number of times most likely causing browser to crash