exalted's Recent Forum Activity

  • I have seen this lighting effect in this gif twitter.com/lazybensch/status/1150468782059642880

    As soon as the player sprite is overlapping the light then the light is not anymore visible under the player sprite! It looks amazing and I want to create similar effect for my platformer game but I don't know where to start.

  • Beautiful Void I don't use the build in double jump of the engine, therefore I enable/disable it according to conditions.

  • oosyrag It works perfect with the timer in your example! I have just set some conditions in order for it to trigger and now it synergizes perfectly with the double jump and some other stuff!

  • oosyrag cheers!! your example did the trick!!

    I will probably try to do it with a global variable (instead of a timer) in order to control other conditions as well.

    Thanks a lot for this help!

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  • oosyrag I understand the logic but I struggle to implement this.

    Is it possible you could give me an example with a .c3p file?

  • I am crafting a platform game.

    The idea is that if the player performs an action before it’s allowed, by some other condition (such as being on the ground to be able to jump), the action will still happen. To achieve that effect, we should start a timer when the button is pressed and if the condition is met between the moment in which the input was sent and the moment the condition is reached (touching the ground) is less that the timer defined by our tolerance, the action still happens (we jump).

    How to effectively implement this on Construct 3 ? (Best practice)

  • Same here

  • I post further information about this in the following topic I created: construct.net/en/forum/game-development/distribution-and-publishing-26/publishing-game-pc-steam-156579

  • Good news! I found out (by trial & error) that if the "Touch" Input is not valid in the project, then the aspect ratio and the scaling does not break if windows button is pressed or if you click inside the screen!!

    And it works like a dynamic resolution change with the above script, by forcing windowed borderless fullscreen! This is not possible if you want to build a game with mouse controls. However our game is a platform game and no mouse controls are needed!

    For anybody who wants to have similar results you can follow this topic construct.net/en/forum/construct-3/how-do-i-8/fullscreen-via-nw-jshotkeying-155346

    If you choose "scale outer" in your projects configuration settings, then your game will cover all resolutions and at the same time it will keep the vertical or horizontal alignment depending on the user's screen resolution. This is amazing because for example in ultra wide screens the game will cover all of the field on left and right but at the same time it will keep the height of your configuration!

  • Hello all,

    I post here because me and the team I am working together are facing a big problem regarding publishing our game in PC (Steam).

    The problem we are facing is the absence of any resolution change option for the final user/gamer who eventually will play our game.

    Now I know all about aspect ratios and the options to scale in or out etc. But this is not the nature of out problem. Ashley explains well in his article construct.net/en/tutorials/supporting-multiple-screen-sizes-77 how to create a game to fit in multiple resolutions, but if you publish a pc game you need to have the option to change the resolution.

    I have dig a lot into this and so far my understanding is that we can not change user's screen resolution by using NW.js exports. NW.js was originally made to help people to compile their website into a desktop app. It is not a dedicated compiler in order to make games.

    The real problem here is these two facts:

    1. Our NW.js exported game can not detect user's screen resolution.

    2. Our NW.js exported game can not change user's screen resolution.

    So I tried to find some ways to work around this and the only "near to a solution" I found was using a script that makes our game play in windowed borderless fullscreen. It kind of works by having fullscreen and the same aspect ratio in any resolution. But if windows button is pressed or if you click inside the screen with your mouse, then it breaks. You can follow the topic about this script here: construct.net/en/forum/construct-3/how-do-i-8/fullscreen-via-nw-jshotkeying-155346

    The result is that we can not publish our game in Steam. The original resolution of our Game is 1920x1080, we have put a lot of effort so far to build our game, but this problem is driving us crazy. Not to be able to change user's resolution in-game raised a big red flag for further development.

    If you have any suggestions to work around this problem please let me know.

  • loneDreamer

    Hey how are you?

    Do you have maybe an idea on how we can make the borderless windowed mode to be persistent?

    What I mean is that with this code on any mouse click or on clicking the windows button on keyboard, the fullscreen mode breaks and then it is never fullscreen again and reacts like it is on kiosk mode.

    Is there any change we can set this to be always on windowed fullscreen even if a user hits the windows button?

  • Credit is due elsewhere, the code is not mine. I'm glad everything work out.

    But you shared this code with the community and you took the time and effort to explain to me step by step how to implement the code..

    So I give all the credit and appreciation to you, for helping me out with this! Thanks again and wish you best of luck with your project!

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exalted

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