NetOne's Forum Posts

  • Yea, no spacing information with Bitmap Font Creator. But I don’t think it is too difficult to work out spacing yourself. (Saying that though I have never actually tried it, just using monospace for now, will have to sort spacing in the future.)

  • in my game I create multiple different types of enemy on the fly using a "create enemy" function

    the function has a parameter 0 (or whatever) relating to enemy type

    so the function is

    on function "create enemy"

    para0=1 then create enemy 1

    para0=2 then create enemy 2

    para0=3 then create enemy 3 etc.

    so in game

    call function create enemy (1) = makes enemy 1

    call function create enemy (2) = makes enemy 2 etc.

  • Ive tried a ton of these spritefont creators and the only one Ive gotten on with so far is Bitmap Font Creator i found on some forum. forum.thegamecreators.com/thread/184828 it has a very limited feature set but makes it super easy and quick to make a sprite-sheet that can be input into c3 all done in seconds. or you can output a gradient, an outline and a black mask and use them in photoshop or krita etc. to make some cool stuff.

    but there is probably better tools out there.

  • Yes. Although construct is all about the browser. If performance was up to par I think many here would pay good money for that, including myself,... Assuming I had a game good enough for console.

    Sounds like a huge undertaking though and you might be in competition with the chowdren project.

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  • Hey,

    I started working on something in Construct 2, but decided to give Construct 3 a go. In C2 if I give a sprite "Destination Out" blend mode which essentially made it & anything underneath it on the same layer invisible, in Construct 3 this just shows a black square over the entire sprite with "Destination Out".

    Does anyone know if this is broken or if I'm doing anything wrong?

    Thank you,

    Jordan

    in the demos folder of C2 there is a "blends" demo capx which should demo the destination out blend.

    load it into C2 and then C3 see if different.

  • There are 100 different ways to move something.

    First start learning the built in movement behaviours. Car, bullet, 8 direction etc.

    Then there is custom movement you can define your self but use behaviour feedback.

    If behaviours don't suit what you want to do then you can just hard code you movement in events such as

    (Simple) move X pixels per tick

    Or

    (Lerp) lerp between point a and point b

    Or

    (Waypoint) measure distance to waypoint if greater than speed then move at speed towards waypoint if less than speed then move to waypoint.

    And plenty more.

    Sounds like you might want lerping or waypoint there should be tons of examples in the tutorials sections for c2 if the links are working though you currently have to search using Google I believe until they get the search back into operation.

    Edit. I think I posted a linear lerping example back few weeks ago check my posts.

    Found it

    construct.net/forum/construct-3/how-do-i-8/move-player-smoothly-x-pixels-135006/page-2

  • If you don't cover background and don't clear background you will get this ,no?

  • OH MY!!! Just before I went to sleep... I thought about another way, I didn't even need timers.

    It's the first time I used the Instance.Count because I wanted it to work the times of the current instances of GooE (the enemy) on the screen, in case I'll change it's number.

    Maybe it's not the best way but, from what I see on a few quick tests, IT WORKS! :)

    I still reckon too complicated and using wait like that will mess things up.

    Better to use timers.

    https://drive.google.com/open?id=1rH2uh5DzwgUeNrXma9vYTY6p4Ymu9XL4

  • Sorry, but your advice doesn't fit my problem.

    As I said before:

    >I'm trying to make a game with combat system without collisions

    I have to ask. Why no collisions ?

  • Hey this dude has made a website that takes your website and turns it into a URL . Exactly in the way you described.

    However it is limited to max 4kb.

    itty.bitty.site

    So cool idea though. No host needed. could something similar ever be applied to bigger construct games?. That would be awesome and pretty terrifying.

  • i think the wait is screwing you up as it dosent apply to the gooe

    instead put a timer on each gooe

  • |i think if you just swap around it will work eg

    system > every random x seconds

    - system > pick a random gooe > action do whatever

    it wont affect 2 or more exactly at the same time but due to the random timer it has the potential to sometimes change a few within frames of each other which is pretty much the same thing.

  • It looks like an absolute mess at the moment but a couple of cool things ive been thinking about for ages and finally got some time to put in today... as well as watching the france match and having a few pints. (on top of giving 6 hours of my life away to the corporate monster that pays my wages)

    a very productive day indeed!

    anyway

    1) scaled lightning attached to the randomly generated clouds

    and

    2) you probably dont even notice it but a lerping change in height from below clouds to above the clouds

    nothing to do with game-play but should allow some pretty cool environment changes for the game.

    Im looking forward to testing it with some cityscapes.

    youtu.be/QRZYi3kyaLY

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  • OK cool. looks like you know what you are doing. thats a lot of hacks!

    If the flickering is just about the text spacing moving then you can use sprite fonts and set the spacing as you want. eg to all monospace

    in fact you should avoid using form text fields text boxes etc in any part of a game that needs performance. Updating html form stuff is very CPU incentive supposedly. instead use sprite fonts in game.

    the form stuff is more for editors and the like.

    (or possibly I think C3 has introduced web fonts but I dont know much about them havent played with them yet.)