Metathronos's Forum Posts

  • Since the last update, preview isn't working for games using the construct 3 Runtime. And i mean all the projects, not just mine. i tried previewing kiwi story and others and all i get is a black screen. I found out the reverting to construct 2 runtime solves the issue, but i had to use the move to behavior which prevents me from reverting to c2 so i'm stuck with a blank screen.

    I can post my computer specs if they are relevant but i don't even know if this is the right forum for this.

    Any help on this matter will be appreciated.

  • oh. yeah i did. Had to, for some reason after the update the preview wasn't working on c3 runtime

  • Can an object have the platform behavior and the tween behavior at the same time? i am not seeing the behavior in the behavior list and i am thinking it might be one of the other behaviors preventing this.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • thanks for the reply. I'll try that out.

  • The behavior i need is :

    on (sprite a) collision with (sprite b), move the sprite a to sprite b using lerp since i don't want it teleporting to the center of the sprite.

    I want it so when the player picks up a power up, movement stops, player gets dragged to the center of the power up, sprite b gets destroyed, an animation happens and then movement is resumed. i have everything else but i can't figure out the expression's syntax.

    Thanks in advance

  • nice. thank you both for your replies.

  • i am starting a platformer, and for some reason i am having issues with the player (16x16px) going through a gap (16x16px) under a tile that is 16x16.

    I havent messed around with the collision boxes. but i thought it could be the problem, so i started fresh and again, the player can't get past the gap under the tile..

  • maybe this will help:

  • I am using a bunch of global objects, when i started the game i am making i could just play it from the beginning and test the layouts in order but as the game started growing, it became a hassle to always have to play the game from the layout where the objects are created in order to be able to play the next layouts. is there a way to test the layout you are currently working on when using global objects which aren't created in that layout? I mean, other way besides having to add events on the event sheet. I guess same goes for parameters and variables that are conditions for stuff in the current layout.

  • Thanks for your reply.

    Yeah that's definitely the issue. I am not sure if blend modes are dependant of WebGL but that's the first thing that stood out for me besides the terrible framerate: all effects were not showing. I guess i will try with a previous version. Thanks.

  • well, i have been reading a bunch of threads on this subject (preview vs .exe) and it seems like a touchy subject.

    I just want to know why this is an issue if the exe is actually a wrapper and the game is basically running on chrome.

    Is there a way to improve this or is it a known issue with no solution?

  • I already followed some of the optimization suggestions, from moving all sprites that use effects that are similar to the same layer, or just removing them. If i use a browser i get steady 60 fps, i have under 20000 collision checks happening at the same time, not a lot of objects using physics etc, webgl activated, a bunch of stuff, the difference between the performance of the .exe and the web version is massive. playing the .exe is almost like playing in slow motion.

  • yeah the second option sounds like a lot less hassle

  • I just learned about families and how they can be used to simplify event sheets by grouping objects

    I was wondering if it's possible to generate a custom sprite system which draws sprites at random from a family? for example: a sprite particle system to simulate guts flying when enemies are destroyed, with the images taken at random from a bunch of different ones in a same family: skulls, blood splats, chunks, etc?

    or could a sprite particle system generate sprites from different frames in an animation? like one frame is a skull, another one is an arm, another a leg, etc.

    this is because i am trying to make particles seem more organic and seemingly aleatory not only when it comes to direction, size, etc, but also so it's not always the same images being used

  • Alright, thanks for the replies, i'll look into that.