mOOnpunk's Recent Forum Activity

  • You could have a variable with the colour value in it, change the variable at runtime, then set the text box colour based on the variable, that way you will always know what it was.

  • Haven't had a crash with construct in a long time, but the latest beta is crashing for me consistently.

    Error report information

    Type: unhandled exception

    File: editor.construct.net/r295/main.js, line 1732, col 149

    Message: Uncaught TypeError: Cannot read properties of null (reading 'then')

    Stack: TypeError: Cannot read properties of null (reading 'then') at Ui.g.Hb.tDa.Ad (https://editor.construct.net/r295/main.js:1732:149) at HTMLElement.Td (https://editor.construct.net/r295/main.js:1728:398)

    Construct version: r295

    URL: editor.construct.net/r295

    Date: Wed May 18 2022 10:23:14 GMT+0100 (British Summer Time)

    Uptime: 825.5 s

    Platform information

    Product: Construct 3 r295 (beta)

    Browser: Chrome 101.0.4951.64

    Browser engine: Chromium

    Context: webapp

    Operating system: macOS 10.13.6

    Device type: desktop

    Device pixel ratio: 1.5

    Logical CPU cores: 4

    Approx. device memory: 8 GB

    User agent: Mozilla/5.0 (Macintosh; Intel Mac OS X 10_13_6) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/101.0.4951.64 Safari/537.36

    Language setting: en-US

    WebGL information

    Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium)

    Numeric version: 2

    Supports NPOT textures: yes

    Supports GPU profiling: yes

    Supports highp precision: yes

    Vendor: Google Inc. (ATI Technologies Inc.)

    Renderer: ANGLE (ATI Technologies Inc., ATI Radeon HD 5670 OpenGL Engine, OpenGL 4.1)

    Major performance caveat: no

    Maximum texture size: 16384

    Point size range: 1 to 2048

    Extensions: EXT_color_buffer_float, EXT_color_buffer_half_float, EXT_disjoint_timer_query_webgl2, EXT_float_blend, EXT_texture_compression_rgtc, EXT_texture_filter_anisotropic, EXT_texture_norm16, KHR_parallel_shader_compile, OES_draw_buffers_indexed, OES_texture_float_linear, WEBGL_compressed_texture_s3tc, WEBGL_compressed_texture_s3tc_srgb, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context, WEBGL_multi_draw

  • It still appears under special offers in user accounts.

    if it was purchased before February 22nd 2018.

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  • Look into lerp.

  • Maybe show a larger image of the game, so we have some context, rather than just very large dark pixels.

  • On sprite clicked

    - sub event - pick all sprites - set opacity to 100.

    - sub event - set opacity 60.

    On the sprite clicked event the clicked on instance is picked.

    The first sub event with the pick all sprites condition picks all instances and sets the opacity.

    The second sub event below it is still picked from the on sprite clicked event, so that sprite only gets changed to 60.

  • Another sloppier option is to have a sprite named items. Then create an instance string variable in it called item_name.

    Copy the sprite 5 times to create 5 instances. Write a different item name in each instance.

    Then do, pick a random item_name instance. Set ItemName to item_name. Destroy object.

  • You could have more than one tilemap stacked on top of each other, each one would be a different tile state, like normal, cracked etc, but only make that specific tile visible when needed, make its other states in the stack invisible.

    Or else use one tilemap for the normal state, then when it gets cracked make that tile invisible and create a sprite for that tile in its place, that way only damaged tiles are sprites?

  • Yes, i've done this before.

    Essentially you need to split the map up into small segments that are larger than the screen, then reposition the segments as the player moves between them.

    Example, imagine your character walks from left to right. You would have 3 segments to the map, 1, 2 and 3.

    The character starts on segment 2, when the player reaches segment 3, segment 1 repositions after 3, so the map now looks like, 2,3,1. etc. When he crosses to 1, segment 2 repositions, so 3,2,1 etc.

    It gets a bit more complicated with all 4 directions, but the concept is the same.

    Also all objects need to be pinned to a segment when it repositions, or else simply position objects on a segment based on that segments relative x,y position.

  • R0J0hound made a don't starve example file a while ago here;

    construct.net/en/forum/construct-3/how-do-i-8/3d-space-2d-sprite-game-dont-157464

  • Some times i'm sad because when i've spend a long time overcoming a problem, or found a really elegant way of coding something, i know no one will ever get to see it but me, or when they play the game appreciate what it took to make it work.

  • Would the Quake .BSP file format be good for Construct 3d games? It uses simple geometry and baked in collision for maps. Would it be possible to make some kind of importer?

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mOOnpunk

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