oosyrag's Forum Posts

  • Use an invisible helper sprite with the scrollto behavior instead of your player sprite. Position the helper sprite relative to the player however you wish.

    That would be set to player.x, player.y+(d-c) in this case.

  • You probably want to work out a steering/flocking system instead of using physics.

    The most simple one is to use two bullet behaviors on your sprite, and add your sprite to a family.

    The first bullet behavior is a constant speed, 0 acceleration, with angle set towards your target.

    The second bullet behavior is a 0 speed, small acceleration, disabled by default.

    On sprite overlap family, set bullet2 to enabled, and set the angle to angle(family.x,family.y,sprite.x,sprite.y)

    Then on sprite not overlapping family, set bullet2 speed back to 0 and disable.

    You can improve this by adjusting the (repulsion) acceleration based on distance, rather than simply overlapping.

  • Did you change your stepping mode?

    Use the physics set stepping mode action and set it to dt.

  • You cannot open an exported project to edit. An exported project is not a local project folder.

    Opening a local project folder is used with a project saved as a local project folder.

  • Also, what is the resolution of your images? Unnecessarily high resolution sprites can eat up your graphics memory. It could also be a fill rate issue, if you're layering too many sprites on top of each other.

    construct.net/en/make-games/manuals/construct-3/tips-and-guides/performance-tips

  • The included shadow light plugin actually draws shadows, not lights. The radius property is for the size of the light source and softness of the shadow edges rather than the distance the light "shines". You can make a hard edge by using a dark masking layer on top of everything, that is a circle or radial gradient of some sort centered on the player that is transparent in the middle.

    Alternatively, you could use a visual line of sight/visibility map type effect, which is a bit more involved.

    redblobgames.com/articles/visibility

    I have an implementation of something similar here, with some other stuff I was testing out when the cast ray feature came out. dropbox.com/s/m6x32uzqcjlf8sk/VisualLOS.c3p

  • That's the right one, it is still being used. I recall them mentioning somewhat recently that archiving and making a new one as frequently as originally planned was undesirable for certain reasonable reasons. Can't remember the details though.

  • If you're running into performance issues with just a few hundred objects, you might have some other problems.

    construct.net/en/make-games/manuals/construct-3/tips-and-guides/performance-tips

  • Pure guess, but possibly works with the canvas rotated.

  • The drawing canvas plugin included with c3 is similar to the paster plugin. Techniques used with paster should be relevant to the drawing canvas.

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  • Rather than set the animation based on input, you'll want to set it based on the direction of movement.

    I also find using an intermediate instance variable works best for setting directional animations. A variable can only ever be one value at any given tick, as opposed to worrying about different combinations of inputs.

  • Did you update Firefox? As mentioned, this is a browser limitation, so different browsers can behave differently however they see fit.

  • construct.net/en/make-games/manuals/construct-3/plugin-reference/audio

    Autoplay restrictions

    Most modern browsers have a limitation in starting audio playback. To avoid annoying users generally browsing the web, audio playback cannot start until the user interacts with the page, such as touching or clicking it. This is a limitation in the browsers themselves and cannot be worked around. As a result, if you play audio on the start of layout, you may find it does not actually start until the first user interaction.

    Usually you do not need to handle this in your events. If audio cannot be played for any reason, the Audio object will automatically queue it up for playback at the soonest opportunity (usually when the user next clicks or touches). However you should be aware of this when designing your project. For example if the first touch changes layout or stops the music, then the music may never be heard. You may want to start playback then encourage the user to touch the screen with a 'Play' icon or something similar.

    The limitation is specific to web browsers. It does not apply if you publish a mobile app. Further, browsers may lift the limitation in some circumstances, such as if you use the Install or Add to home screen options, or if they identify over time that your web page is regularly used for audio playback that the user wants.

    Although, I'm surprised keyboard input does not count as "user interaction".

  • See the entry on "set stepping mode" on the physics manual page.

    construct.net/en/make-games/manuals/construct-3/behavior-reference/physics

    Basically physics is not deterministic if it is framerate independent. You can get consistent results, but only with framerate dependence.