Zamargo's Recent Forum Activity

  • Has to be a mistake or misclick somewhere in your game logic. Posting some screen shots of your events or uploading the single file project .capx would let us take a further look at it. A global variable should be persistent as long as your project is open. My guess is you are counting apples that you attached to a local variable named the same thing possibly on the player object when you were originally working out how you would count apples but I don't know for sure until I am able to look closer at the events.

  • I have used the Collect the pages example as a foundation for a serial killer forest game project and I haven't had any problems with the camera, but I am not using any javascript and only the base construct 3 integrated actions. I do like to apply an extremely fast lerp for camera smoothing sometimes though, so possibly you can try using that technique to counter any jittering. It even works well in unity/VR projects for eliminating the overly precise oculus inputs.

  • Make sure you have the construct.net site listed as a site that can use data and cookies ect in your browser. Also make sure you didn't accidentally block the site with windows firewall or are running an a windows protection or anti-virus that you have to enable things to use networking on a webpage. Only other thing I can think is make sure you have open access to the port being used in your router.

    I have used construct preview with many different computers and internet connections and have never had a problem before otherwise I might have a better suggestion of what the issue might be.

  • What does the CPU profiler say when you run "Debug Layout"?

  • Make sure to disable collision for things that don't need it, turn off "Force Own Texture" on any layer that doesn't need it. Also if you need collision on, make sure the auto collider maker didn't make some complex polygon because if it sits on top of another object with a collider it does a complex collision check 60 times a second. Usually when you are making buttons and forms and they are objects with collision on top of each one another and it has rounded the corner of button ect, otherwise you have stacks of collisions going on everywhere and it can make a GUI menu or screen into a much heavier application.

  • A neat trick about text is if you put it on another layer and enlarge that layer size it doesn't change the size of the text but it does create more definition to a degree where even miniature text is readable and clear just remember to attach the text as a child or pin it or anchor it to maintain it's position.

    The layer you have text on can be larger than the entire project if needed it will just sharpen it up.

  • You could use the cpuutilization function to get an idea of how much impact your project has and then using the set canvas size in the System object to resize until the cpuutilization reaches an acceptable point.

  • Here is a view, I have mesh distorted lava, moving tiles ect going for like a 3D first person bloody trap land inside of cubes. Will include variation of wall slides, wall jumps surface climbing and rest points. Will have windows with fake audience and NPC bets that affect the game like a live streamed gladiator games type of lore.

  • This is a project that I am working on that has a dot and line overworld map like mario 3 but generates areas like the ones in the pictures below for the level. I plan to include traditional D&D type classes with skill use based progression.

    Regular View:

    Zoomed out view for procedural map visual:

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  • This is an RPG I am making with live action tile based movement and combat, it will have a procedurally generated overworld, area and dungeon maps and transitions between cellular automata seeds like cloud weather patterns for encounters and monsters. Events on this encounters will vary from everything to trading encounters to unavoidable combat situations. I have road traffic and city traffic planned as well.

    OverWorld Map:

    Dungeon Map:

  • Thanks for replying Rojo! I will do some exploration on Signed Distance Fields and see what I can discover.

  • I have been messing around with Soft physics example I believe made by R0J0hound

    dropbox.com/s/ray56gskqwpiwfy/jello_c3.c3p

    It uses platforms that also spawn circles at the end to show round physics collision but I also would like to use it with squares or tilemaps ect.

    Does anyone have an idea how I would do this?

    (or) is the roundness to avoid the meshpoints from merging which was more likely with a square shape or something like that?

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Zamargo

Member since 3 Jul, 2017

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