SuehtamSatierf's Forum Posts

  • Yes, I am trying to make an actual billboard for the game. The code I got seems to go in the right direction, but it falls flat on several occasions. In some angles, the plane doesn't face the camera at all. It works a bit better from a distance, but it looks stretched. Apparently because of the Z scale.

    Here's a video showing how it currently looks and how I want it to look:

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  • Yep! All it needed was a "Trigger Once While True". Now it's working as intended.

    I can't believe it was such a simple fix XD. Thanks a lot, !

  • So you're saying just pinning a text object to the tank's object would work? Even though it's a 3D environment?

    I tried to do that and it didn't work. It wouldn't even appear on the scene as it would be within the window's boundaries. Maybe I am doing it wrong (help XD)

    I was trying to do something with a plugin I bought to support 3D models in Construct 3. I created a plane in Blender as a test and tried to mess around a bit to see if I could make it work.

    It sort of works, but not really... I tried to make the plane rotate in the Z and X axes according to the position of the camera in relation to the player, but it's not working 100%, and the Z scaling is stretching the object too much. I don't know if that's me using the plugin wrong or if it's a bug that still hasn't been fixed.

    I just wonder if there's an easier, more effective way.

  • In this game, when a player dies, a couple of behaviours are disabled, one variable has its value changed and some 3D shapes have an FX enabled. Then, after waiting a few seconds, the player respawns by being repositioned to its spawn point and resets most of what has been done when they died (re-enables behaviours and disables 3D shapes' FX).

    I am running into an issue where after those few seconds pass and the player respawns, they're still unable to move, simply shaking when attempting to do so.

    The expected outcome would be:

    1. Player dies. The 3D shapes become red and the dead player stays there for ~3 seconds before respawning.

    2. After those 3 seconds, the player is immediately brought back to its spawn point, ready to get back in action.

    Current Outcome:

    1. Player dies. The 3D shapes become red and the dead player stays there for ~3 seconds before respawning.

    2. After those 3 seconds, the player is brought back to its spawn point and is unable to move for those same 3 seconds, simply shaking when commanding them to move.

    Here are some things I observed:

    - The shaking problem doesn't occur if I set the player's position to its spawn point before having the system wait for 3 seconds, making me believe that the issue could be related to that action.

    - The glitch is not related to the behaviours that are being enabled/disabled. I have tested the game with those actions disabled and nothing has changed.

    Does anybody have any clue on what that could be? I shared a link to my project below, but I am using an external plugin to support 3D models that I imagine many must not have.

    drive.google.com/file/d/1oSJraizi2RFckT0as2aQNbVbYWVEvOTI/view

  • I am working on a multiplayer game and I wanted to do something similar to the picture below, where a 2D text is always following the player's 3D object while still being a 2D object (or a 3D object that's always facing the camera).

    Is it possible in any way in Construct 3?

  • Coming back here as I sort of figured out a way, but it has some flaws that I need help with.

    I was able to achieve most of what I wanted by taking the approach from this old post:

    construct.net/en/forum/construct-3/how-do-i-8/gamepads-two-separated-players-157869

    However, I noticed two issues:

    1. When either player 1 or player 2 dashes, both of them dash together, even though only one of them pressed the dash button

    2. The players cannot shoot at the same time. If player 2 is shooting, when player 1 holds down the shoot button (Right Trigger), player 2 stops shooting.

    I understand that must be related to the loopindex I am using. How can I avoid this from happening?

    Here's the link for the project, as I know nobody knows what I am talking about without it:

    drive.google.com/file/d/1EE8IMpcqI7_0m8bohg52_727oFNa_zjh/view

    EDIT: Run the game in debug mode and under "players", instance number 1 is going to have an instance variable called "Gamepad". Change the value of that variable to 1 in order to have player 2 working. There's a bug that sets it to 0 and I haven't figured it out yet.

    EDIT 2: Found another glitch resulted from this approach. This game has an overheat system, where shooting for too long with the Left Trigger will increase the heat level, until it reaches it's maximum, when the player cannot shoot anymore. When overheated, the heat meter gradually goes down, and the player can shoot again once it completely depletes.

    Although the gradual reduction of heat is working for Player 1, it's not for Player 2. The heat never reduces, it only increases if I hold down the Left Trigger and it stays there when I release it.

  • I am currently working on a local multiplayer project that can have up to 4 players at the same time with gamepads.

    I really don't want to have to go through the repetitive task of programming all the controls for each individual player, and I was wondering if there's any way of doing it only once and make it work for all players.

    Currently, I have all player objects be part of a family, and its instances are always in order (Family.IID(0) = Player 1 | Family.IID(1) = Player 2 | Family.IID(2) = Player 3 | Family.IID(3) = Player 4).

    Is there any way I could perhaps relate these instances to gamepad numbers in a way I only have to program the controls once and all the players can control their respective characters independently?

    Tagged:

  • Hey guys! I tried both approaches once again, addressing that issue with the raycast not working with multiple players in the WackyToaster's approach.

    In the end, turns out R0J0hound approach ended up working better. With Wacky's approach, while it mostly worked fine, the tall building in the screenshot was not getting transparent when one of the players were behind it unless they were very close to the building. That's probably related to the fact this approach wasn't taking into account the ZHeight of stuff in the environment.

    That being said, the issue has apparently been resolved! Thank you guys for all your assistance, you were extremely helpful!

    Cheers!

  • Posting again just to address an issue I was previously having regarding the camera movement.

    "In your project, the camera is static, whereas I have the camera move accordingly to the following:"

    "I don't know if all these lerps might be affecting it..."

    It's actually all working fine. What was giving bad results was an invisible wall with the solid behaviour I had on the open side of the arena. After I removed this invisible wall, everything started working better.

    The issues of my previous post still persist, of course. Just wanted to get this here in case somebody ever stumbles across this thread in the future when having a similar issue.

  • Hey guys! I took some time today to try these approaches out and both of them didn't seem to work well, although for one it could be me doing something wrong.

    Wacky's approach seems to work well enough when there's only one player on the screen. The moment there are two or more, things start falling apart.

    When attempting Rojo's approach, absolutely nothing happened. However, I am very suspicious that it's because I laid the code down wrong. Here's a screenshot of how I did it.

    There's also a link down here for the test project in the screenshot which I created to test these things out. It has both approaches coded in.

    drive.google.com/file/d/1SxCQj8_tXlQdfzSwp5sw-2MHwK3xmrFr/view

  • Yeah, I'll grab some time this week to play around with it and see if I can make it work. I'll get back here once I get it sorted out or if I am unable to.

    Thanks for all the help though!

  • Alright! So, I tried your code in my project and it's not working, and I believe it might be related to the way I am handling the camera.

    In your project, the camera is static, whereas I have the camera move accordingly to the following:

    I don't know if all these lerps might be affecting it. What do you think? I might have to sacrifice the smooth-ish camera and use something a bit more static if this is causing trouble.

    Here's the link for the new version:

    drive.google.com/file/d/10OmeVZRQaRrGxZwgVrwMbD7Kx-kNrNpS/view

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  • Thanks for sharing this approach. I didn't even know how much it was possible to do with the LOS behaviour. I never experimented much with it.

    That being said, I tried your approach and it didn't work very well. The walls are almost always opaque, especially when the camera is further away.

    The only instance in which it works is when the tanks are closer to each other and the camera is also closer to them. Then the walls start reacting, but even then it's not 100% accordingly to what's desired.

    For example: While the wall is getting transparent in the image above if I go slightly lower and more behind it, it gets opaque again. I didn't implement the whole math in relation to the Z axis here, so maybe that could be related.

    And then if I move the other tank behind the wall, that one doesn't get transparent, but the one closer to the other player does.

    I understand that not having access to the game's files can make the whole process of figuring this out harder, so I am sharing here a link to the file so you can take a look.

    drive.google.com/file/d/10OmeVZRQaRrGxZwgVrwMbD7Kx-kNrNpS/view

    Cheers!

  • That might work, but I am doing something wrong. This is what I quickly laid down in the event sheet.

    Where cam_seethru is the object that is always in the same position as the camera, checking for LOS.

    The result of this is that all walls are transparent all the time, even if the tanks are in front of them.

    I just left the LOS behaviour with its default values.

  • I apologize, the 4th image is incorrect, and it's just the 3rd image repeated. This is what it looks like.

    As you can see, the player is in front of the wall, but the wall is still going transparent. I want to be able to keep it opaque in this situation.