SteamPoweredPix's Forum Posts

  • I found this old topic on the subject:

    construct.net/en/forum/construct-3/how-do-i-8/keep-arrow-keys-scrolling-143744

    Thing is, this never happened to me in Construct 2, only now I've upgraded to C3, so it seems to be something with the engine over it being a webpage issue.

    FTR this is on itch.io

  • Hiya,

    I recently upgraded to C3 and was curious if there's a list of new features or such.

    I'm mostly looking for all those small but super handy additions that will be a big timesaver.

    Going through every update post seems like the worst way to do it and I'd likely miss out on a lot of the additions that started in C3.

  • I just tried your method and it doesn't seem to work:

    Alt link:

    giphy.com/gifs/z6QZbyKJKDE0aEhZQ5

  • Thanks but I have multiple objects within the family, each with a large variety in defaults across each type. What I want to know is where the defaults are copied from, because it's not the values of the object I'm cloning, it seems randomly decided when I drag an instance onto a layout.

  • I'm trying to clone an object that's part of a family with a lot of variable attached.

    Problem is, when I drag the clone's first instance onto a layout, all it's variables are copied across from a completely different object in the family.

    So my question, when adding a new object to a family, how is it determined which values it inherits, how do I manipulate this? Knowing these things will be a substantial time saver as I can use existing objects as the basis for new ones.

  • Say I want the player to duck using the down key.

    Which is more taxing on the processor:

    "On key pressed" and "On key released"

    Or

    "Key down is held" and "Else" or "Key isn't held down".

    Anyone have any insight?

  • ThePakernator Did you have any luck in the end? I've just tried changing one for my game with no luck.

  • > I'm trying to use the set color command (which I was fine with in construct 2) and it works fine for parameter 0 (red). However, when the parameter is set to 1 or 2 (theoretically green then blue) it doesn't work. I've tried multiple things to make sure I haven't just made a mistake (IE replacing the one used for the red and putting it in every tick) but to no avail. Is it treating the color as a single parameter? If so how do I target blue or green?

    >

    SteamPoweredPix Hi, I was having the same exact problem - it really seemed as though effects that require color parameters were just broken in Construct 3, but they're not! Here's how pass color values to effects now.

    Instead of the C2-style "parameter 0 = red, parameter 1 = green, parameter 2 = blue", C3 color parameters are just a single value of "rgb" type. To get that you use the System expression "rgb" and pass it three numbers between 0-255 (not 0-100 like in C2).

    > Solid red:
    Set effect "SetColor" parameter 0 to rgb(255, 0, 0)
    
    Solid green:
    Set effect "SetColor" parameter 0 to rgb(0, 255, 0)
    
    Solid blue:
    Set effect "SetColor" parameter 0 to rgb(0, 0, 255)
    
    Solid grey:
    Set effect "SetColor" parameter 0 to rgb(128, 128, 128)
    [/code:26xeb3o7]
    And so on. Hope this helps!
    

    Works perfectly now, thanks

  • I'm trying to use the set color command (which I was fine with in construct 2) and it works fine for parameter 0 (red). However, when the parameter is set to 1 or 2 (theoretically green then blue) it doesn't work. I've tried multiple things to make sure I haven't just made a mistake (IE replacing the one used for the red and putting it in every tick) but to no avail. Is it treating the color as a single parameter? If so how do I target blue or green?

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  • Does anyone know if there's some kind of requirement for entry or do we just need to make a newgrounds account and submit?

  • I emailed the Nintendo Developer support asking about support. Hopefully, more people will ask.

  • I've put 100s or hours into construct 2 and think it's a fantastic bit of game development software. Whilst I'd love to continue making games with Construct 3 i'm not too sure if I should. When Unity & Unreal are both free and most importantly, have console support, they seem like the much better choice. I'm fine paying money so long as I know it'll pay off but if it doesn't support consoles like the switch then it doesn't seem like a good investment, especially when the PC market is over-saturated with indie games. I want to make games, but I know sticking to PC isn't the best choice.

    Does anyone have any thoughts regarding this or know anything about how easy/hard it'd be to get a Construct 3 game working on Switch hardware? I'd love to keep working in Construct if possible.

  • Have you planned out your ideas? have you made prototypes on paper? My suggestion is to be much more clear and/or detailed than just having an idea, everyone can have ideas.

  • There are two problems here:

    1) there is a lot of complicated logic in the platform behavior to handle slopes, gravity angles, moving platforms etc. As part of handling this it remembers the object it is currently standing on. This means changing the solidness doesn't immediately take effect until you next jump.

    2) your example seems to teleport a large solid object over the player. I'm not sure what you expect the platform behavior to do in response, since it's physically unrealistic. So I don't think any weird behavior doing this should be treated as a bug.

    Anyway given both these facts I don't think we'll fix this - it's super complicated code to cover an unrealistic case, and there are workarounds (usually "nudging" the player makes it update the standing-on object again).

    I should explain the context of the issue being that it it meant to represent the platform being rotated on the x or y axis through the z axis. Basically its a platform that moves on the z axis which is fairly realistic and may occur in a majority of platforms that try to achieve false 3d.

    Also its worth mentioning that the player would be jumping off of a then background object which is rather implausible.

    Either way, nudging the player does not fix the issue until they are no longer overlapping the object.

    Furthermore the object is no longer solid when it changes frames.

    Still, I understand this is a fairly rare occurrence and therefor see why its not priority. However I would imagine its a fairly easy fix given that it just needs to update the colliding objects solid detection (then again I may have no idea what im talking about ).

  • You're right - I should have looked at your example rather than create my own :/

    Anyway, simple way around your issue - and I have tried and verified this with your example - is to just enable or disable collisions for sprite2 when the relevant key is pressed.

    So Events 1 and 2 just need a second action that sets the relevant sprite2 collision property - Enable for Event 1 and Disable for Event 2.

    Thanks, works perfectly now