brainwavecreations's Recent Forum Activity

  • I'm not exactly sure what you are asking, and what a "get over it" game is. But, I'll do my best.

    Setup an Event that checks for the Pickaxe Object colliding with the Floor Object for it's conditions. Then in the Actions for that Event, have a MoveTo or Tween Behavior move the Pickaxe Object in the direction you would like it to move.

    If the Pickaxe Object is pinned, and the Character Object is following it's X and Y axis(ticking off those boxes in the Pin Behavior Properties). It should move the Pickaxe as well as the Character in the direction you choose.

  • Note mirrioring makes my charictor sprite move slighty any way to fix that?

    Make sure the Origin Point on every animation/frame for the object is centered horizontally. If the Origin Point is further to the left or right, it will cause it to jump around when it's mirrored.

    EDIT: If the object is moving up & down. Then make sure the Origin Point is at the same location on the Y Axis for each animation/frame. To make it easy, you can right click the Origin Point in the Point list, and select the option to have it apply to every animation & frame.

  • Right on :)

    I'm glad you figured it out. Whenever I'm working with something new, whether it's a game engine, programming language, digital painting app, etc, etc. I usually start off by following tutorials on YouTube.

    For example, when I came back to Construct 3, after several years of not using Construct 2. I needed to refresh my knowledge/skills with Construct. So I spent the first couple of weeks prototyping all different kinds of gameplay. By following video tutorials on YouTube.

    Then, from there. I moved on to creating my own projects, and read through the Documentation here on the Scirra website. Especially after being recommended by other members here, to at least read through the entire Documentation once. I ended up reading through it from beginning to end, two separate times. And, use it as reference when needed.

    Anyways. Below are some of the YouTube Channels I found helpful at the start. They have good series to walk through creating different types of games, and gameplay mechanics. They might help you out as well.

    https://www.youtube.com/@XanderwoodGameDev - Xanderwood, is good for beginners, to intermediate

    https://www.youtube.com/@gamedesignwithreilly - Game Design With Reilly, is on par with Xanderwood as far as difficulty. He mostly covers gameplay mechanics in short videos

    https://www.youtube.com/@Marlin-Gamedev - I haven't watched much of Marlin's videos. But, I have seen some of them pop up in my YouTube feed. He had a good 3D tutorial series going a while back, and covers other topics. You might find helpful

    https://www.youtube.com/@FoozleCC - FoozleCC, covers some great topics. Especially some of the more advanced things you can do in Construct

    I am sure there are many more folks on YouTube creating content around designing games within Construct 2/3. With all of these resources, and the official Construct Documentation you can't go wrong. Remember there are always many ways to achieve an end result. The more hours you put into your practice, the easier it becomes.

    Wishing you the best on your project(s)

    Happy Holidays :)

    EDIT: Other useful skills to learn along the way, are understanding how JavaScript works overall. Mathematics such as Algebra, and Trigonometry.

  • Sub-Events can filter down further, the Selected Objects List. The entire Events Section of the Documentation will help explain things further.

    https://www.construct.net/en/make-games/manuals/construct-3/project-primitives/events

    I started off learning Construct like I do many things. By watching tutorials on YouTube. I've read through the Documentation twice. Besides the last two sections, "System reference", and "Scripting"

    I typically keep the Documentation open in a web browser tab, for use as a reference while I'm working on a project.

  • Thanks..

    I didn't understand how to do it... could you please explain it to me?

    The Documentation can really help, especially the link I left in my previous comment. Should bring you to the "How Events Work" Section. I have some trouble putting thoughts into words, but I'll do my best.

    Essentially the Conditions of each Event Block, will allow you to filter & narrow down which Object that Event is currently working with, and then manipulating through the use of Actions you are setting up inside that Event Block.

    The "Unreferenced objects" on the page in the Documentation, I linked you to explains the exact case you are facing with your issue. As you can see in the example image they put there. The Event Block does not have any Conditions on the left hand side to select which Monster is to be destroyed.

    Going by that example in the Documentation. If they added, a Condition to check if the Player Object is currently overlapping or colliding with the Monster. Then, it would only destroy the Monster Object being overlapped. But, since there are so few Conditions to filter out the object, all Monsters are destroyed. Because, they are only checking for a Spacebar being pressed, and "PowerupEnabled" instance variable on the Player Object. This filters it to ALL the Monster Objects, because all Monsters are within the Scope or SoL in the Event. It's very broad, and not narrowed down enough.

    I hope this makes some sense. You are trying to filter down the Objects as specific as you can, by using the Conditions in an Event. Then using the Actions of the Event, to alter the Object that is within the SoL of the Conditions.

    Another example, would be checking to see if a Bullet Object and a Monster Object are colliding, then destroy both using Actions. Then, anytime a Bullet collides with a Monster, it will destroy that Bullet and that Monster specifically. Because, they have been picked/selected using the Conditional block in the Event.

    I may have made that too confusing. I definitely recommend checking out that link above, and the Functions page in the Documentation will explain how a Function will select Objects. Think of a Function as a block of Events you need to use over and over. Rather than recreating that block of Events 30 times in Event Sheets. You can create a function once, then call it in other Event Sheets.

  • > So unfortunately, Global Variables need to be on an Event Sheet outside of Groups. The only way I can think of, to sort of organize global variables. Would be to have one Event Sheet dedicated to only initializing Global Variables. Then, include that Event Sheet on the other Event Sheets.

    >

    > I usually do an Initialize Event Sheet, which contains some general global variables, along with Groups/Events for layout initialization. If I have a Global Variable for say Player Health, then I will place that on my Player Event Sheet.

    You can always access a global variable, even if it is not on any included event sheet. In fact you don't even need t "initialize" them at all, they can be on a un referenced sheet. You can see them as "hoisted"..

    Furthermore global variables can only be on the top level, and not in any other scope, since then they would obviously not be "global" any longer. If you need a variable inside a group it will be a local variable.

    Good to know. Maybe my explanation of your second paragraph seemed off, but that was what I was trying to say. My wording is often off of what I'm thinking conceptually. ADHD, and mind to mouth/word, does not work out for me often XD

    The first paragraph goes further though. So basically, the idea of having all global vars on a single event sheet. But, then that event sheet does not need to be "included" on other sheets.

    EDIT: Everyone finds there own way of organizing. For me, I try keep Global Variables on an Event Sheet that makes sense to me. Such as the Player Health, being at the top of an event sheet named "Player".

    Again. Only using Global vars if absolutely necessary. It's better to use Instance/Local variables whenever possible, in my opinion. Then set them accordingly, and re-initialize them back to their original state when necessary, etc.

  • Sounds like you are doing an Object Destroy without first selecting the object by using enough Conditions in your Event?

    These days if doing this through a Function, it should automatically remember the selected object through the interactions of Conditions within the Events. In the past, we needed to pass through the UID of the Object being interacted with.(in some instances)

    Without using a function, it should still keep track of which object instance is interacting with other objects. By using the Conditions for the Events to narrow down the Selected Objects List(SoL).

    I'm looking through the documentation. I could of sworn there is an area covering how the SoL works.

    EDIT: https://www.construct.net/en/make-games/manuals/construct-3/project-primitives/events/how-events-work (Check out the section on that page, "Unreferenced objects")

    EDIT 2: That whole documentation page is worth reading through. It explains how the Events, and then Sub-Events narrow down which Object is being manipulated with the Actions of the Event.

    I hope this makes sense. I have horrible ADHD, and have a hard time putting conceptual ideas into words.

  • As lionz stated. Moving a Global Variable into a Group on an Event Sheet, will turn it into a Local Variable. So the Scope of that Variable is only "reachable" within that Group's list of Events/Actions.

    So unfortunately, Global Variables need to be on an Event Sheet outside of Groups. The only way I can think of, to sort of organize global variables. Would be to have one Event Sheet dedicated to only initializing Global Variables. Then, include that Event Sheet on the other Event Sheets.

    I usually do an Initialize Event Sheet, which contains some general global variables, along with Groups/Events for layout initialization. If I have a Global Variable for say Player Health, then I will place that on my Player Event Sheet.

    I do agree that global variables can get out of hand pretty quickly. I do my best to only use them when absolutely necessary. Mostly relying on Instance Variables, and also Local Variables within the Group/Sub-Group that is accessing that variable.

    EDIT: I also agree with, R0J0hound. I completely forgotten that C2 would give a warning notification when moving a global, to a place that would change it's scope. It would definitely be a useful feature to be added back into C3. I've had some mishaps myself from moving variables around.

  • If my memory serves me correctly. According to the instructions on Google's backend for uploading new apps. They recommend using the same keystore for every app. It had me sign up for the Play App Signing, as Simple Games mentioned as well.

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  • thank you for your answer, yes I have already seen this video, unfortunately it does not help me a lot and I have searched, I have not found anything in what I am looking for, too bad I will go to Unreal Engine 5

    Alrighty. It was worth a try anyways XD. Best of luck on your multiplayer project :)

  • I watched this video a few days after it was uploaded to YouTube. Not sure if this helps you any, or at least gets you onto the right path. This is about all I've got, as I've not done anything similar in any of my projects.

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  • I m makinga platformer and i want to have a grapple

    There are so many types of grapple mechanics. Like the little mech in Aviom Verge 2, or the regular grapple in the original. Or something like Bionic Commando.

    Or maybe something more along the lines of Zelda or Horizon games. Where the grapple takes the player to a set spot, by grabbing an object.

    Have you checked YouTube?: https://www.youtube.com/results?search_query=construct+3+grapple

    Actually... It's looks like "Marlin" has a whole series of videos, specifically dedicated to grappling hooks

    https://www.youtube.com/watch?v=PiVQtu9DF_U&list=PLClYkAqkRMPwdlj5EIBvcE7Mb9ak0xuKm

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brainwavecreations

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