PeaTeaSix's Recent Forum Activity

  • R0J0hound -- It's stuff like this that reminds me how new I am not only to Construct, but just programming games in general. I don't know that I ever would have thought of that on my own, but it's a smart way to approach something like this. Thank you so much!

  • MrClifford -- It was my collision points! The origin and sprite size are uniform throughout, but the collision points that were generated were a mess. I'm going to adjust those and I'm willing to bet that fixes it.

  • I've been trying to keep myself within the bounds of the 50 free events for my first endeavor into Construct 3, but with my collision events, that doesn't seem possible. I know eventually I'll get the license for more games now that I've had a good feel for the platform, but still, I may be doing something wrong here. My collision detection for the player sprite alone is nine events, and I haven't even added in the destroyer events for sprites going off screen (though I suppose I could just wrap that into destroy when off screen). Figured I'd ask here though and see if anyone knows of a cleaner/more simplistic way to handle collision detection where it doesn't chew up all my events.

    I've also got another issue around spawning things in my game. The game is an infinite runner, so the player has no left/right movement, just a jump action, and unfortunately using random(#) to spawn my obstacles isn't working. There are certain points where the spawns are just too far apart for a jump, or at just the right distance apart that they can't execute two jumps in succession fast enough, no matter the timing. What I'm wondering is if there's a way to tell the program of a sweet spot for tree spawning. Like "if last spawn is within x distance, you can trigger, otherwise, wait until it is x distance from spawner to send the next one." Seems complex and unlikely, but I thought I'd ask.

    I suppose I could keep playing with the random numbers and stagger them a bit to get the desired effect, but wanted to ask just in case.

    Thank you!

  • MrClifford -- Much appreciated. As for the collisions, I have a comment to the person above talking about image points but it's still pending for some reason. I checked the sprite of the player and every frame for everything it is doing is 64x64, and the rectangle it runs on is just that: a perfect rectangle. I honestly don't know why it's bumping up and down.

  • MrClifford, no worries at all! Definitely get posting however you can lol.

    I really appreciate the help here and even more, the descriptions of why you did what you did. As a learning person, this helps so much with understanding conceptually, not just copying and pasting the logic. Thank you!

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  • Thanks for the advice Some feedback:

    1) All sprites for the player character are 64 x 64, and the origin point for all of them is 32 x 32. Should it be somewhere else?

    2) I mentioned that I am already doing that. :) However, I noticed the issue doesn't seem to happen when I don't have a window behind my test window, so I think it's a bug with how the software works, so this is probably a non-issue.

    3) Thank you! I'll take a look right now.

  • Hello! As the topic says, I'm just getting started learning Construct 3 and I'm loving it so far. I'm not a programmer (though I've had exposure to programming in the past) but just trying to live out the dream.

    I was hoping to find some answers on a few subjects that are stumping me at the moment. I decided to start my endeavors with an infinite runner as it seemed like the code was simple enough to execute, yet could be complex enough to teach me new concepts bit by bit as I enhanced on the initial project. So far, seems to be working that way.

    The issues I'm stuck on are the following:

    1) My runner character is running across an invisible rectangle that it rests on. For some reason, my character shakes a bit as it moves through the animation. All of the frames in the animation are a perfect square (64x64), and the shape it runs on is solid and flat, so I'm not sure what's causing it.

    2) My controller inputs seem to be lagging a bit or completely unresponsive, but I can't tell what's causing it. It might be due to number 1 above, because my character doesn't think it is on the ground and therefore doesn't have the ability to jump, but it's definitely not the intended result.

    3) I cannot, for the life of me, figure out local storage. I have code right now that after the player dies, the score is copied and moved to a High Score text area. I then wrote in to save that (tried both Local Storage and Dictionary) but both options don't seem to work when the layout is reset (I make a call for both at the start of the layout but it just erases it). Anyone who can shed some light here, even if it's just a direction to head, it would be greatly appreciated.

    I'm linking a video of the gameplay here so you can see the issues. Of course, in the video my jumping worked fine which makes me think that it had something to do with the fact that the window was overtop another window. Oh well.

    1drv.ms/v/s!AiVeBY7VF_G_hqYc07bUFxvQj2ZP5w

    Thank you!

  • Hi, I just wanted to pop by and give a quick introduction about me. I'm a business major who has decided that I've been out of my element for some time, and want to try to get into developing games. I always wanted to do it, but I had parents that told me "there was no future in games." Thanks, y'all.

    I have no idea where to start. I'm brand new to this whole thing, so I'm just finding a host of programs that I can get into (free, paid, whatever), and tutorials to go along with it to start creating. I don't know if my ideas are any good, but I hope to at least see one creation come to life.

    Thanks for reading this, if you did. I'm sure I'll be in and out of here soon.

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PeaTeaSix

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