work3's Recent Forum Activity

  • 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!

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  • Ah, maybe not so amazing.. It's still doing it....this one is really vexing me

  • Amazing! thankyou so much - should I be using this for any multiple instance of anything? for example, particle fading or scaling?

  • I have a feature i am working on in my game where the enemy is destroyed, and a coin shoots out and homes in on the player for auto collection.

    the problem is, I am using a dummy sprite on a bullet behaviour to rotate to the player object at a rapid speed of 400.

    each enemy, before it is set to destroy, creates a dummy sprite with the bullet behaviour, then immediately after a coin sprite is spawned that takes the UID of that dummy and stores it as a private variable. and the matching coin variable is used to pair the coin with the dummy..

    which I believe is the correct way of doing things..right?

    problem is, a singular destroyed enemy is fine and works as it should, but if i destroy enemies in rapid succession, the parent dummies are moving as they should to the player, but are leaving some (not all) of the paired coin sprites behind...

    I'm using:

    (event)

    Always

    coin value = to dummy UID

    (action)

    coin sprite set x to dummy .x

    coin sprite set y to dummy .y

    can anyone help?

  • ah, thankyou!

  • Is it possible to set an objects x position ONLY to an objects image point? It seems I can only set both.. Is there a way around this? I'm trying to change the y position of a sprite constantly, but bind the x to another objects image point....

    Thanks as always

  • Thanks, even with the new version there's a 1 minute wait before I can start editing after a run...

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work3

Member since 20 Dec, 2007

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