missile's Forum Posts

  • 15 posts
  • Hi all. I've been wondering how you would go about building a level out of multiple chunk/room presets, like a roguelite game like Binding of Isaac?

    I'd like to be able to build a preset "room" in a layout, then essentially copy + paste the room into a main level layout at runtime (where it can then be randomized). I thought "global layouts" would be a way of accomplishing this, but I've been having difficulty getting global layouts to work after runtime (they seem to work fine in editor, but not when the game is running).

    I've looked at other roguelike solutions, but most of them are for digger type games, or for creating rooms within mazes but not authored room presets.

  • Hi all. After exporting my game in NW 0.82, the game is only displaying a black screen when opening. It displays the following console errors:

    Failed to load resource: net::ERR_FILE_NOT_FOUND

    workermain.js:5 [C3 runtime] Failed to load all engine scripts in worker: TypeError: Failed to execute 'createObjectURL' on 'URL': Overload resolution failed.

    at LoadScripts (workermain.js:2:258)

    at InitRuntime (workermain.js:5:264)

    at HandleInitRuntimeMessage (workermain.js:1:151)

    (It's a fairly large project (almost 1GB), and I've also been getting memory errors

    before export when using webp compression. However, after swapping to jpeg/png, it exports successfully. The error for the webp compression is:

    Error exporting: TypeError: Cannot read properties of null (reading 'size')

    at O6.BN.Kpb.uxb (exporter.js:48:377)

    at O6.BN.Kpb.mda (exporter.js:46:93)

    at async dbb.DCc (projectResources.js:3192:367)

    at async CCG.Spa (main.js:922:144)

    CCG.Spa main.js:922"

    )

    For the first console error however, I've turned off compression, and am only using simple script minify. It successfully exports, but won't run in NW after being exported.

    It's exported using the Windows 64-bit build, from Windows 11 and Chrome.

    Edit: Wanted to add, Windows Webview export seems to work fine, but to my knowledge you can't export a Linux build or use Steamworks with it.

    Edit 2: After testing it more, it seems to work when exporting with the older NW 0.73.

  • Hi, posted about this a while back in C2's forum but couldn't find an answer so I decided to try reproducing it in C3.

    While trying to implement a wall slide, I noticed that an object with the platform behavior is pushed around differently depending on whether a solid tile is moving right or left.

    The Platformer object is pushed upwards if it slides against a solid object moving right, and pushed downwards when the object is moving left. (the solid object in question is just using a horizontal sine behavior with bounding box collision)

    Here's the event sheet I'm using with the sample platformer project:

    (I've tried it with gravity instead of vector y also, but the same issue persists. Have also tried forcing vector y from going above 0, but it also didn't work.)

    I'd like to get it to behave similarly to how it does against an unmoving solid object.

  • Hi! I've been testing out different ways to do wall sliding, but am running into an issue where an object with the Platform behavior will slide up a moving solid object from the right, but slide down when moving to the left. Couldn't find any other results searching for it, so here goes.

    The project is using the default platformer tutorial project as an example.

    Here's the entire event sheet:

    And here's what happens in-game:

    When the solid object is moving left, it pushes the player downward. But when the solid is moving right, it pushes the player upward. I'd like to get it to behave as it normally does on a static solid object (the normal vector y +45).

  • Ah thanks, I see!

  • Trying to get c2 to react if specific objects of a certain type have been clicked or targeted. This is what I'm trying atm.

    Right now it isn't creating Sprite2, but when the create object command is placed above, in id = 1, it seems to work, making me think it's not progressing to the next id = 2, id = 3 conditions.

    Any other ways this can be done? In the above, I'm trying to create Sprite2 when Sprite id's 1, 2 and 3 have been clicked.

  • An inquisitor is enlisted by the Pope to purge a foreign cult from a city. It's a mouse-based action platforming shooter, with stages and weapons and that kind of stuff.

    Made with C2, and with Steam integration plugin help from Madspy.

    On Steam!

  • Trying to get C2 to check what's around a selected tile, by looking for missing tiles. I'm doing it by inverting "[tile] is overlapping [tile] at offset (-32, 0)". It works fine when there's one invert, but when I try to use two (to decide if the tile is a corner piece), it starts getting confusing. Some screenshots:

    The first invert works. Selects the tiles with no other tiles to the left of them (all tiles are 28x28 snapped to a 32x32 grid)

    But the second invert, which also checks to see if there's no tile to the right of them, doesn't change the outcome.

    Here's another one to make sure there are no tiles to the right, above, or below. For some reason it ignores a tile directly above it.

    Doing this for procedural tile placement for multiple tile types (instead of just wall/floor). An Array would probably be a better method, but just wanted to post this incase anyone knows what might be off.

    edit: Should mention non-inverted seemed to work totally fine. It's only when checking with invert that it does this.

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  • That's kind of a nice artstyle, though I'd wonder what the assets would look like a bit more detailed (don't get me wrong, they are) and darker in style.

    It'd be interesting to see. Some areas will get more drawn out/more detailed (town's background is unfinished, and needs set dressings etc.), but wanted to keep it a little light-hearted.

    Would think you'd have to go for a more diablo or darkest dungeon style for a grittier, darker game, which could be cool. With platforming though, the gameplay itself seems very wacky and over-the-top (jumping across walls, obstacle courses, etc.), so a level of cartooniness helps the suspension of disbelief, I think.

  • Eldritch Hunter

    Eldritch Hunter is a WIP platforming shooter. An inquisitor is enlisted by the Pope to purge a foreign religion/lovecraftian cult and its monsters from a city; but it's too late, she must undo the cult's corruption and save the pope!

    Levels are about learning specific monster behaviors and tackling them in different ways - like a combat-oriented meat boy! With about 2-3 new monsters introduced per world.

    When you finish a level, you get gold (exp) depending on how fast you completed it. You'll always get some, though, and it'll let you unlock new weapons.

    You can try out an ultra-alpha build of some early levels in-browser here! (WASD to move, ESC for level select, F2 for HP bars)

    Also, some videos of a couple levels:

    Sewer(with music):

    Subscribe to Construct videos now

    Cathedral:

    Subscribe to Construct videos now

    The full game may end up being a few hours long? With 4-5 worlds and 8 levels each, bosses and a bunch of unlockable weapons. The game's composer is M4uesviecr. And that's about it!

    Twitter | Site

  • Does using the 'Regenerate obstacle map' (or 'Regenerate region') action when entering or re-entering a Layout help?

    That seems to have fixed it! Thanks!

  • Hi all, I've been recently running into strange actions from the pathfinding behavior, which seems to work perfectly fine when first loading a layout, but when returning or going to another layout with the pathfinding-enabled creature, things get strange.

    Some info (image may be large), blue nodes show the path the pathfinding is taking. First layout load on left, second on right:

    Other info: the pathfinding is set to 40 Cell size with 6 border, obstacles set to solid walls (which are located where the black lines are).

  • Worked like a charm - Thanks!

    And thanks for the debug explanation, as well!

  • That would technically "work", but it's not an exact solution.

    In 2d Zeldas (excluding the NES/Gameboy titles), the sword deals damage when it makes contact with the enemy during the swing arc, not when the enemy is simply in range of the attack.

  • Hey all. I've been trying to get a 2d Zelda-style attacking system (with mouse-aiming) to work, but the sword seems to randomly not make collision with enemies. It only registers a collision about 30% of the time.

    Here's the commented capx, if anyone would like to help; thanks!: dl.dropbox.com/u/68722177/test.capx

  • 15 posts