Spooky Spirits's Forum Posts

  • Got it! This did the trick!

  • I'm noticing that they're all shooting off to the right eventually... so they're also putting force on themselves.

  • Can anyone explain why this works? I still struggle with picks in Construct 3.

  • Oh, this worked beautifully! Thank you!

  • Put matter in a Family, then you can reference the objects separately.

    For each matter

    -> For each family

    ...

    I will try this... maybe I'll understand you better in practice. I'm not sure I get it.

  • Here's what I need to do. I have a sprite object with physics called "mass." World gravity is 0. I can hold down the mouse and apply force to all the "mass" objects so they start moving towards the mouse cursor. I need for them to each be drawn to each other in the same way.

    Here's my problem. When I try to tell "mass" to move towards mass.X and mass.Y it's picking itself. I need some kind of forEach that picks all the others except for itself. Maybe there's a better way to simulate gravity between each mass?

    You can see what I tried to do here using IDs to keep it from picking itself... as you might expect this didn't do anything at all.

  • I have a project that uses node.js to query a SQLite database and present the data using HTML. I would like to be able to fetch this same data with construct to create interactive infographics.

    I have one (working in HTML) route I'm testing called "/show_tables" which simply responds in JSON with a list of rows and populates an HTML <table> with the data. I'm trying to get Construct to do the same thing. I need to populate a Construct 3 text box with this response.

    Anyone done this?

  • Spooky Spirits I have just posted a demo which may help you with this task:

    https://howtoconstructdemos.com/generate-random-levels-from-pre-built-scenes/

    You can use the same method to copy rooms in your game.

    I downloaded this and will check it out soon. Thank you.

  • Is it possible to share a single image resource between objects or am I looking at redundant image data in my saved file? The reason I ask is I'm using more than one tilemap object but they both need the same image. It works fine loading it into both but down the road I need to think about optimization.

  • Each object should have instance variables for x,y positions, z order ( or you can just create them in certain order ) Then when you drop the main room ( wall, floor object or a thumbnail of the room, whatever ) into a layout it spawns everything else and sets it to their x,y positions

    You know I've been thinking about what you said here... and I bet with the use of families I could automate this. Still should be built in though ;)

  • That sounds pretty painful. There needs to be a way to automate that. Like nodes in Godot.

  • Yeah I'm going to need a different solution. Let me explain exactly what I need to do...

    I need a room made up of a floor, wall and ceiling sprites. Inside I need to have objects that come with the room such as furniture and a door on either side. These rooms need to be spawnable and droppable by the player. Imagine a template on the side of the screen where you can drag prefab rooms out and place them.

  • If one object in a container is destroyed, every other associated object in its container is also destroyed. If a condition picks one object in a container, every other associated object in its container is also picked.

    This won't do. What if I have doors, interactive or breakable objects inside?

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  • The answer seems to be containers. Off to read some documentation.

    construct.net/en/make-games/manuals/construct-3/project-primitives/objects/containers

  • Just for clarification... group selecting and copy/paste within the editor is not sufficient. I need to be able to spawn the populated room by using events.