work3's Forum Posts

  • Thanks all, I think I have it figured out but each seperate resolution needs to be scaled and panned.... I can deal with that

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  • Hi all..

    The game I am making has scrolling over different speeds and directions, but overall the camera mostly scrolls upwards , however I wanted to make the bullets ignore the Y scroll position as , depending on the scroll acceleration and deceleration, sometimes the bullets, which should in general go downwards can sometimes end up moving backwards up the screen... is there any method or layering I can use to prevent this (ignore the scrolling) ? but only on the Y axis?

    weird question I know, but I hope someone can offer some assistance or suggestions..

    Thanks in advance..

  • Thankyou sir! - its very close, I had the tank turret set to show the correct isometric angle in the same way the tank body does, but that was easy to change

    however, as I wanted the turrets to be destroyed seperately from the tank body, container doesnt really serve the purpose.. I guess I could set it to invisible though..

    start of layout : destroy is not working for some reason.. it works when all other events are disabled though..

    I would be grateful of any further advice!!

  • Hi all.

    I am not exactly a genius when it comes to writing code, but I am a little stumped by this cap. I am just trying to send a bunch of tanks from point to point using RTS object and each turret aims at the mouse.

    I have a feeling its the FOR EACH events that are messing it up

    to summarize..

    1. the objects dont seem to destroy at the start.

    2. the FOR each doesnt seem to be behaving correctly for the turrets.

    3. I had to set the rotations frames to 11.25+1 because 11.25 didnt work right.. and 360 / 32 = 11.25

    Would be very grateful for some furtther info and advice for correct execution.. I didn{t put the tank in a container because I want the turrets to be destroyable seperately from the tank body.

    cap file

    https://www.sendspace.com/file/9sdsic

    event list

    Thanks as always...

  • thanks for your response! - to be clear, I actually want to rotate it like it is on the example images. Everything including the score , background etc..

  • Hi all.

    Im working on a vertically scrolling shooter, and its customary for these types of game to have narrow aspect ratio with a normal monitor setup and a fullscreen rotated mode for a vertically rotated monitors .

    I thought I had it figured out instantly with the system : set display angle function, but for some reason my layer that I use for my score overlay etc doesn't rotate, and also tiled background objects that have offset scrolling images within them don't rotate either.

    I assume my score layer doesn't rotate because it doesn't scroll.. Although I could be wrong..

    Can anyone explain what might be wrong , or if there is a better method to do this? possibly rendering the entire game to a plane and then rotating that? or is the whole rotation thing filled with too many potential problems with other functions to even think about it?

    Thanks in advance!

  • So I found a way to center it simply using a scroll to function on a centrered dummy object, but for some reason, it doesnt stretch with the resize checkbox.., it just creates a bigger window with the 720p image sat in the centre surrounded by black..

    also, should I move this to the HELP section? sorry for posting in the wrong place..

  • nothing really! - while trying out a few combinations, it seems that stretch window resize settings in the properties doesnt even scale down the full screen to 640x480.

    1024x768 is OK though, but it only centers the image when the layout is the size of the play area (currently 576x720), increasing the layout width to 1280x720 and adding a padding images just anchor it to the top left of the full layout..

  • thanks..seems a lot of those functions are construct 2 only... I am using classic - If I set my layout so that a 720p widescreen image is laid out correctly, in a 4:3 ratio resolution such as 1024x768 everything is anchored from the top right corner of the layout so everything is off centre..

  • Hi all, nice to see there are still users of this beast of a tool!

    Ok, so I have a weird question regarding aspect ratio padding.

    I am planning out a vertical scrolling shooting game, however arcade games of this type have a narrow window size,

    now, obviously if I just set the window size to this ratio, all is good, but if I go full screen on a 16:9 monitor, there is a lot of black space left and right of the window if it is displayed without stretching, which would look ridiculous, so was wondering if there was any way of adding some still image left and right of this so it looks something like this..

    now, the problem lies with multiple 4:3 ratios and multiple resolutions, basically the most important thing is the play area and the side images are just there to fill dead space..

    I imagine there is no way of doing this if my layout is just built to the window size, so, I am wondering if there is anyway of making sure my layout is centered over all resolutions....

    Any advice is greatly appreciated as always!

  • tried it again, built a new mesh, exported with minimal settings from max9, built a new texture, this time 16x16, same result.. "invalid texture was referenced" bug message and crashed...

  • thanks.. I will try a little more with it.. i think i will only be using a few 3d objects in my game, probably no more than 4-5, so I guess i will revert to an earlier version of my game and reinsert the object and see if it crashes again..

    I'm using max 9 for .obj creation, the object seems fine, and everything looks as it should, it was just after every RUN, it crashed a few seconds after i returned to editing in construct.....

  • Hi all - is the 3d object in the latest vesion safely useable?

    I imported an object last night and got one "invalid texture" bug error

    and then after that, every time I did a "run all", after exiting the app, construct crashes..

    The object is small, about 12 polys and has one 64x64 texture map, so I don`t think i`m pushing construct too hard.....

    thx as always

  • Thank you so much.. Is there a guide anywhere for each condition and what they do? I guess I need to learn a bit more about the conditions I don't know about or use..

    Thanks again, you got me moving forward with my game!

  • after a bit more experimentation, it seems it is actually the spawning event is causing the trouble (?)

    it seems the graphic that follows the parent dummy gets left behind when objects are overlapping, so I stacked a bunch of static enemies on top of each other and killed them in game, and all the child graphics were left sitting there, while the dummies all did what they were supposed to do..

    heres a snap of the event i'm using to spawn the dummies and child overlay

    dropbox.com/s/o8j8pu7roo5lvix/event.png

    could it be a family issue or a UID issue?? I'm stumped..

    thanks for your time!