winkr7's Forum Posts

  • I asked Bard about your question on Chatgp3--here is what I got.

    Yes, it is likely that someone will ask about Chatgp3 on the Construct 3 discussion boards. Chatgp3 is a large language model that can be used to generate text, translate languages, write different kinds of creative content, and answer your questions in an informative way. It is still under development, but it has learned to perform many kinds of tasks. This makes it a potentially useful tool for Construct 3 developers, who could use it to create more interactive and engaging games.

    Here are some specific questions that someone might ask about Chatgp3 on the Construct 3 discussion boards:

    How can I use Chatgp3 in my games?

    What are the limitations of Chatgp3?

    How can I improve the performance of Chatgp3 in my games?

    Are there any resources available to help me learn more about Chatgp3?

    I believe that these questions would be valuable to the Construct 3 community, and I would be happy to answer them if I can.

  • It is easy to write visual novels in Construct 3.

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    winkr7

  • Yes, you just need to attach (via, pin or parent/child) a text object to the 3d object and put the text at the top of the layers (probably a layer that doesn't scale with zoom if you use scale features on other layers) so it shows. If you are thinking of using a 3d object for pixel type text that is more complicated, I am not sure if you can angle the faces to make sure it is always facing the camera.

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    winkr7

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  • Perhaps the turrets fire event is what you want? When it fires have it move toward the target and not create a bullet for it?

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    winkr7

  • Give your mobs the "Move To" behavior. Have them move to a location away from the hunter. Start by just having them run to a place with a bigger X value if their x value is already bigger than the hunter, or smaller if x is already smaller than the hunter. You can get more complicated once that works.

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    winkr7

  • Search inventory in the tutorials.

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    winkr7

  • You have two families? Are all objects in both families, workers and components. Are you creating a worker that is not in both families?

  • Create an empty project and save it. See how big it is. This will give you an idea of the overhead. 1 or 2 megabytes is nothing these days.

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    winkr7

  • ROJOhound;

    I think your approximation to buoyancy works quite well. The four internal points is a very clever and it is short and simple and not hard to fit into my game.

    Thanks again.

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    winkr7

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  • You might check that persist and no save are set the same for parent and child. If it is set for one and not the other there may be a conflict.

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    winkr7

  • Thanks ROJOhound;

    I will take a look.

  • Hello all;

    I am using the physics model and I want to know if anyone has tried to do floating objects. If I assume the water surface is a line and I have a physics object that over laps that line then some of it is out of the water. I want to calculate the area of the sprite that is below water level to get how much upward force to apply. Just an approximation would be good as a start. I can do it for a sphere, but an polygon is a little complicated--especially if I try to consider center of buoyancy vs center of mass. Has anyone tried to do something similar?

    thanks for your time.

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    winkr7

  • Put the collision points slightly inside the sprite instead of at the edge. If you are using circular collision you can overlay a second sprite that is just the graphic and has no physics.

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    winkr7

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