mardoch's Forum Posts

  • Anyone?

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  • I tried different things (here) based on Ashley response:

    Put the sprite used for 3D shape's faces in a container with 3D shape. Then each 3D shape has its own sprite instance to go with it, and it will use the current animation frame of its own sprite instance. So then you can control the face images independently by controlling each of the sprite instance's animations independently.

    But I'm totally lost. It really doesn't do anything I want, it just take the same sprite from the family and don't make a difference between the instances. Just repeating the same thing…

    If anyone has the solution, I will be so grateful…🙏

    (I'm a little desperate now)

  • GeoffB Can you share the file if you still have it? I really don't get how it works with the explanations on the topic you shared.

  • Hello, I have the same problem actually. Seems that there is a solution in this topic but unfortunately all files in wetransfer are expired. Would you be kind enough to share them again? Thanks!

  • Oh thank you! Seems I miss this one.

    So basically there is something to do with containers but I don't get it. Too bad that the exemples were in wetransfer, all links are expired now :/

  • Hello everyone,

    I'm back with a brand new problem that's giving me a headache. Here is the concern:

    I decided to create several 3d Objects to make enemies. For each 3d object I create a random sprite from my sprite family. So far so good, but the problem is that I would like to assign each sprite created to a unique 3d object and that's where I'm struggling. I tried something by applying an instance that takes the UID of each 3d Object but I don't know how to make the sprite in question be used for the corresponding 3D object.

    The final idea is to have enemies with different behaviors playing their own animations.

    I add the c3p file here so that it is clearer.

    Thanks for your suggestions and help!

  • Alright I see! Thank you guys for your help!

    And thanks for the scarf exemple, it could a bit more to understand this!

  • No one? Is it a bug or something?

  • Hi everyone!

    I'm working on some kind of octopus that player can move.

    I create the tentacles using revolute joint on each part. It work pretty well with a good physic but I have a problem when I move the creature. If it goeas to fast, all the joints beaks up and parts are going mess.

    My question is how can I provide my revolute joint from breaking? Is there a way to make it permanent?

    Here is my cap file:

    drive.google.com/file/d/1xj_nZ1tNXztyTrIDniizGH1yatnpHRDI/view

    Thanks for your help!

  • Yeah!! It seems that's exactly what I was looking for!

    I'll try it and see how it works!

    You are really awesome dop2000!!

  • Hello everyone,

    I have this question about prebuild objects. I have seen several examples about this like this great tutorial: https://howtoconstructdemos.com/generate-random-levels-from-pre-built-scenes/ but my problem is a bit different.

    I want to build a level with just placements sprites that will be replaced by prebuilds walls. My intention is to level design an entire level with a different look each game. To be more clear here is a scheme of my intention:

    As you can see, I have 2 sets of different kinds of walls with differents prebuilds. Of course I want them to eventually be duplicated, and that's not a problem.

    Seems the solution is to call a function but in all previous examples, it doesn't multiply the presets, so the level is limited by the number of prebuilds available.

    Any solution is more than welcome!

    edit: in the end, the prebuilds objects are supposed to be 3D objects but I made it simple for now.

  • Whoaaooo!! That's perfect! Thanks a lot dop2000!!!

  • Hi everyone,

    So here is my question, I did this but it only fill 1 column and 1 line.

    How do I manage to fill my entire tilemap?

    Bonus question: is it possible to also randomise the rotation and mirror for tiles?

    Thanks!!

  • I tried to check if they failed to find path but it's not about that.

    They have a valid path but don't want to move anymore.

    If I want then to regenerate the obstacle map it's simply because I don't want them to stay in line in front of their goal. The idea was to make them side by side as they are also solid objects. That's the reason…

  • Hi everyone,

    I'm actually prototyping a game with some bad guys who runs after you or your coffin (yes, you play as a vampire).

    I just tried for the first time the pathfinding behavior and it works pretty well. But at some point, AI stop moving and I don't know why.

    Maybe there is something I didn't get.

    Here is the code for the guys who attacks the coffin object:

    And here is the code for the ones who attack the player object:

    If you want to test it, here is the c3p file:

    dropbox.com/s/raem6256p6b9jlt/GameTest.c3p

    Maybe there is something I didn't get about the pathfinding so any help is more than welcome!