mOOnpunk's Recent Forum Activity

  • I've been trying to make a game for over 20 years now. Cant believe i've been so long at this.

    I started with Darkbasic (classic now), then an early game maker, i think version 3 or 4 by mark overmans, then i found clickteam and stayed there for a few years before construct classic was announced and i've been here ever since.

    I definitely don't have the motivation i once had. Its sad cause at the start i lacked patience and understanding but had plenty of drive, now i have a lot of the understanding ( i often do eventing in my head, or a text editor, and putting them into c3 editor usually works right without much change), but lack the drive.

    I think one of the reasons ironically is the bar to entry is so low now. Any game you think of, no matter how unique, you look and its already been made, on sale on steam and done better than you ever could. Ai is another reason i guess. Also i have this terrible thing where as soon as i know i can do something i lose interest in doing it.

    I found that when i do get fed up and stop for a week or two my brain suffers. I guess theres nothing quite like the mental exercise you get from trying to solve complex problems of your own creating.

  • Yeah it's kind of a pain: why can't conditions apply to all objects that it's valid for? For me, "Pick all" doesn't really act the same as "for each object" and it's difficult to tweak the code to make it act the same along with the benefit of lower CPU usage.

    "Pick all" is mainly used to reset already picked or filtered objects, example,

    object A's picked, do stuff

    subevent pick all objects B's, do stuff.

    or

    objects A's health > 50, do stuff

    subevent pick all object A's, do stuff.

    whereas foreach is used to effect a single instance at a time.

    Also if you were to do

    enemy health > 50

    foreach enemy

    only the enemy with health above 50 would be included in the loop. If you put the foreach at the top them all instances would be picked regardless of their health, but only the enemy with health above 50 would be effected.

  • So true.

  • I haven't made an FPS game, maybe try looking at some of the 3d examples that come with construct and see how the project is set up?

    Perhaps someone else knows.

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  • When you switch to REGULAR you need to readjust your 3d objects Z height properties (z height not z elevation), so if you want say a cube to look correct make sure the z height is the same as the objects width and height properties.

    Also i think an FOV of 90 is quite high, it might produce a "Fish eye" look?

  • Yes, under the projects properties panel. Change Z axis scale to regular and the FOV option will appear.

  • If i have lots of cases i generally do something like;

    Set boolean to false

    blank = blank

    this = this; set boolean to true

    that = that

    var = var; set boolean to true

    boolean = true; do stuff.

  • Don't you need to put a sprite in a container with the object, then set the sprites animation or frame to show a different texture?

  • If you say your strength is to make games without having to program then spending lots of time on tweaks to the JS script is a poor use of time compared to getting people who want to make games without programming...

    Completely agree. I argued this at the time they started adding it, and also when they announced Construct Animate.

    Its a smack in the face when they "don't have the resources" to work on feature suggestions, but can work on these things no one uses.

    If you already know Javascript chances are you aren't going to use C3, and if you use C3 to learn JS then you'll probably outgrow the engines limits and move on.

    Once a year i check Clickteam to see if theres any word on Fusion 3 yet. Construct has never been a real competitor for Game maker, Unity and the rest in my opinion. Its main draw is its event system. Clickteam is Scirra's real competition, and i think unless they start paying attention they might suffer if Fusion 3 ever gets released.

  • Wow. These are great. Really appreciated.

  • You could switch to EasyStar pathfinding which uses a tilemap. It has the benefit of being able to limit the directions on which an object can enter a tile, so you could set it up so people can only approach a stall from the front.

    Also you could code a push out system so when a person overlaps another they get pushed out. Theres code for this on the forum somewhere if you can figure it out on your own.

    Finally you could ditch pathfinding altogether an make your own system based on line of sight.

    Look cool so far. I get a kairosoft vibe.

  • devilsgarage Looks great. Nice palette and sprites. Reminds of a Pico-8 game.

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mOOnpunk

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