oosyrag's Forum Posts

  • construct.net/en/tutorials/using-3d-construct-2746

    It's addressed in the section about transparency.

  • Disable your main inputs event group when settings layer is active, and enable a separate inputs group that only pick/interacts with objects on the settings layer. Don't have to worry about other layers at all.

  • It's literally not the only way, bullet will work fine. You'll just have to keep track of and handle acceleration, deceleration, and adding vectors yourself, which is what the 8 direction behavior already does for you.

    Iirc there was a built in asteroids example, moving in space is similar to moving on ice.

  • Have you tried 8 direction with a very low deceleration?

  • Even if offline, playing non preloaded sounds the first time can still result in a delay as the audio is loaded into memory from disk.

    The delay may not be large enough to be noticable for a small file though.

  • Inputs should have additional conditions to specify and pick the object with the relevant peer id.

  • If your entire layout is visible, turning on unbounded scrolling in project properties may be desirable.

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  • My main concern is that construct is not a robust text editor. I'd balk at working with any sort of significant amounts of text from within construct, so I really appreciate the ability to import and utilize project files.

  • You'll want to use the advanced random plugin to either generate a permutation table, which allows for non repeating sets of numbers, weighted probability tables also from the advanced random plugin, or simply save and check to compare the previous prefab with the current one and reroll if they are the same.

    A more robust solution could use these methods together.

  • construct.net/en/tutorials/using-3d-construct-2746

    The section regarding transparency applies here.

  • Your controls are not using the 8 direction behavior.

    You're just moving the sprite set amounts of pixels, which does not take into account solids.

  • The physics behavior is not great for precision or deterministic/repeatable motion. It's either framerate independent and not perfectly consistent, or framerate dependent but more consistent.

    There are always manual ways to simulate physics with math though. After all, the physics behavior is a simulation itself. Depending on the scope of what you're trying to do, the solution could be actually much simpler than a full physics environment simulation.

  • Sorry I haven't tried it myself, but it seems like after signing on, you would use the list achievements action, then access the list in an "on achievement list success" trigger. In that event that triggers (and only inside that event), you'll have access to the list contents via the expressions that take an index.

  • This is very common in the industry, especially for games with isometric views. From StarCraft to Factorio, isometric sprites are usually created in 3d software and then exported as 2d sprites.