sonicflash1980's Forum Posts

  • 8 posts
  • I will check that out - thanks, oosyrag!

  • Hi everyone,

    i am working on a 2.5D game in Construct 3 (r285.3) and while i am having a TON of fun doing so - i am experiencing a few issues with 3d shapes and sprites.

    A picture says more than a thousand words:

    It looks like the transparent areas aren't fully transparent somehow. I tried playing around with various layers and blend modes but (especially) when applying shaders to the scene i get these results. In the above example i tried the exponential fog shader.

    WHen i turn it off, everything is fine again.

    But even with 50% transparent 3d shapes i have these issues:

    So, i would just love to know if i am doing something wrong here? Or is that something that needs to be fixed in the future?

    Thanks! <3 Construct 3!

  • To a Construct Developer: Any chance of this feature coming soon? :-)

  • I realized you can now adjust the field of view for the 3d Camera in Construct 3.

    While you can set it once in the editor - is there also a way to adjust it within the game?

    That would be excellent to control the "camera zoom".

    Thanks!

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  • SOLVED! I did fix my problem via using another condition upon the firing of the door close timer.

    I used a System -> Pick by comparison -> Object: Player, Expression: distance(SlidingDoor.X,SlidingDoor.Y,Player.X,Player.Y), Comparison: > Greater then, Value: 50.

    So, whenever the door close timer fires, it will also check if the player is not closer than 50 pixels to that door before actually closing it.

  • The topic says it all: I can't figure out how to achieve that.

    I have multiple Doors in my layout that do open automatically using a coordinate-tween upon collision with the player. That does work great.

    Then i use a timer to close that particular door automatically after a couple of seconds.

    Now my BIG problem: I don't want it to "crush" the player, should it be within the door's closing range

    I know there's the distance expression, and that should do the trick, however, how can i tie that to the door instance that just triggered the last (door open and close) event?

    Unfortunately i cannot do System -> Compare two values -> first value -> distance(Self.X, Self.Y, Player.X, Player.Y). That would be so easy. Too easy, maybe.

    Am i missing something? Do i really need to store the last door's X and Y globally for that to work? That would surely mess up things with multiple door events within a short timeframe i am afraid.

    Can anybody enlighten me? Thanks so much :-)

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  • On bullet collision event picks the family instance for you so you just need an action, set variable to Enemies.myscore

    Fantastic, thanks! That did the trick!

    I did read more about families and variables, didn't know before that you can have instance variables in families. Great!

  • Hi everyone!

    I am struggling with retrieving an local instance variable, called "myScore" upon a collision of a bullet with that one to add it to a global score display.

    What i have so far:

    As you can see, i am trying to store the UID of the colliding instance into a local variable to then retrieve the "myScore" instance variable of it.

    What am i doing wrong here or what am i missing?

    Can anybody enlighten me, please? :-)

    Thanks very much!

  • 8 posts