vubidugil's Forum Posts

  • PS I meant to ask - do you have a picture of the effect you were trying to create?

    I expected to create a prospective terrain similar to the "top gear" (snes) game.

    gamesimples.netlify.app

    My idea was to reconstruct the tilemap using the dimensions 32x2. Every 2 pixels at a different depth in the Z elation.

    When creating 128 tilemap objects, I thought I could use each "IID" to reference the correct 32x2 tile in ascending order.

  • yes, very interesting. So I created the topic, if it wasn't a bug I would love to know how to take advantage of this effect.

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  • I am getting an unexpected effect when I try to use the tilemap. I have a tilemap file, with 32x2 tiles. When I start the layout, the system creates several copies of the tilemap, with a loop, I fill only one line of various tiles. Each tilemap created has its own value in order Z with the intention of creating a depth effect, false 3D. However, this generated a visual problem, a conflict with a sprite object that is printed on the tilemap.

    Download .c3p drive.google.com/file/d/1EtJjkbw-aeCSVKJuH0pefVmCZxw6srB9/view

    if it's not a bug, I'm sorry. I really don't understand why this is happening.

    Tagged:

  • could you give me an example of how to use collision boxes inserted in the animation using "spriter pro" and later importing into "construct3"?

  • I am using layers that change or increase value Z.

    aside from the HUD layer, all the others have parallax 0.0.

    In addition to the layers that change the Zelevation order , there are other layers behind that do not change their values ​​in the Zelevation.

    initially the layers have Zelevation in the values:

    upper layer value: 0

    intermediate layer value -48

    bottom layer value -96

    When you press a button, the layers gradually change to the values:

    upper layer value: 96

    intermediate layer value 48

    bottom layer value 0

    Whenever layers have a negative value at Zelevation, the other deeper layers get parallax that cannot be controlled.

    at 0:30 seconds of video i show that layer over 0 has no parallax effect

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  • Add an invisible sprite with Tween behavior, or use any existing static object. The object doesn't matter, as long as it exists on the layout and has Tween behavior.

    Run "Tween (value)" action.

    In "Tween Is Playing" event set layer elevation to Sprite.Tween.Value

    I did it the way you taught me, I noticed that objects on the layer affected by the change in Z elevation maintain their position at 0, without keeping track of the value of the layer. Is there a way for each object on the layer to update its Z elevation without me having to make the change one by one or have to create multiple families?

  • I want to use tween behavior to smoothly zoom a specific layer by scaling all objects on it.

  • Can solid behavior only interact with objects on the same layer?

    I am using a two layer scenario with different scales to create the depth effect. In each of them there is a tilemap using solid behavior and enemies using moving platform behavior. But enemies in the back layer collide with the tiles in the front layer. Is there a way to restrict the area of ​​action of the solid only to objects that are in the same layer?

  • Sorry, I posted it in the wrong place. Moved to construct 2 questions

    Can solid behavior only interact with objects on the same layer?

    I love Construct 3!I am using a two layer scenario with different scales to create the depth effect. In each of them there is a tilemap using solid behavior and enemies using moving platform behavior. But enemies in the back layer collide with the tiles in the front layer. Is there a way to restrict the area of ​​action of the solid only to objects that are in the same layer?

  • I have several identical objects, I would like all sprites with a frame other than 3 if they were stuck in the position and angle of the single sprite with frame equal to 3

  • I'm having trouble comparing angles using the native expression of C2 "angle ()". When I compare angle between 2 objects and the value obtained is greater than 180, C2 returns negative values. Thus, the angle 181 becomes the angle -179. How to solve this problem?

    CAPX drive.google.com/file/d/1-o2Wz7imqoB8Iojv8Vg2_hzFN-9LHSte/view

  • i think your axis calculation is kind of useless because the controller object has a deadzone property, it would work better to use that instead and let the user modify it

    I used as a reference my 2 generic controls from different manufacturers. C2 could not register the input of any of the directional Dpad commands. In these controls Dpad only worked for Axis. In the annual Gamepad plugin measures as the default value of the dead zone equal to 25. With Xbox control the dead zone comes close to 20, while the generics, both have the dead zone at 0.3

  • Hello guys!

    can you help me?

    I'm creating a default setting for the generic control and xbox.

    drive.google.com/file/d/1eTz9OxfcVXq39rjktpu0_feXQWf1-UCA/view

    I set up my game using these events, I would like your help to know if everything works correctly.

    Please open the link below and test with your preferred control, and leave your comment if the directional response to your command.

    armorial.netlify.com

  • I'm having trouble creating a tilemap system used to display a minimap.

    I'm running away from the example of minimap that use a scaling down (sprite.X / 10, sprite.Y / 10)

    madameberry.com/post/144865649520/construct-2-minimap-tutorial-part-1-setup

    I found a great tutorial that explains how to make a mini-map, but my project has very large areas which makes it difficult to create many objects and manage the scenery.

    Is there a way to map the character's position without the need for multiple objects?

    My project armorial.netlify.com

  • https://armorial.netlify.com/

    I'm developing an independent game with the goal of uniting the beat'en up and metroidvania genres. It is still in the initial phase but it is already possible to have an idea of ​​how the game will be, any criticism or suggestion will be of great help.

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