brushfe's Recent Forum Activity

  • If you haven't already, check out imagepoints in the manual. If you need to pin something, you might need to set the imagepoint higher on the enemy sprite, which you can do inside the animation editor.

  • Good to hear you've got it sorted! I think oosyrag is right about AdvancedRandom; it took me a while to get into it (the tutorials on this site are great), but it's amazing for generating interesting gameplay situations in an elegant way. Hopefully you can dive into it some time!

  • There are certainly more elegant ways to do this (mentioned by other users above), but this is one way to solve it. It introduces a new variable called "next position" for easier comparison.

  • 1.)So you mean to say it is my responsibility to figure out in advance that servers are gonna be down. Cool

    2.) Service is down for more than 48 hours. Read again. 48 hours

    3.) If they would had been working on the issue then they would had issued a message.

    It's not difficult: if you don't want to accept unexpected outages, your development workflow should use build services that are under your control. Or, if you use 3rd-party build services, you should expect that your workflow will be occasionally interrupted by unexpected outages and external dependencies. It's one or the other. More control and less convenience, or vice versa. If you choose convenience, but also expect things to go your way/move at your speed/etc., you're likely going to be as unhappy as you are now.

  • > chill they got the message it'S the weekend

    Completely rubbish

    Spending weekend doesn't mean that you have right to strip someone's weekend. I lost 2 days of productivity.

    Not sure there's any need to jump to conclusions here. For all you know, there could be people trying to solve this since Friday.

    We all signed up for a software service, and services go down. It's part of every software service. If that's not factored into your productivity, you should look at your workflow, rather than lash out at others for inconveniencing you.

  • Thanks for the replies!

    I should've added this is a new problem, starting with r270. It may be tied to the new effects editor; I'm still trying to understand where the problem is coming from.

    But I didn't know about the layer trick! I'll definitely try that out.

  • Has anyone experienced a drop in FPS using when using effects and Fullscreen Quality set to High?

    I've got a rather large project that uses multiple Replace Solid Colour effects on sprites and tilemaps. When I enable the effects, the fps drops from ~60 to ~30 when the Fullscreen Quality is set to High.

    When I switch to "Low" Fullscreen Quality, the FPS sticks to a steady 60+.

    I'm trying to find time to boil it down to a bug report, but if nobody else has had the problem, perhaps it's something on my end!

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  • No matter how many times I watch another one I never learn anything, it's always the same ultra basic tutorial where they just show you how to add a sprite to the scene and how to make him move.

    How do you actually make a full game? How do you make something, that's playable?

    How do you visually script the actions you want for the games you're trying to make?

    Like let's say I wanted to make a top down 2D Battle Royale game.

    How would I create a zone? How do I create an inventory system? How do I display the amount of people still alive? How do I create a random RNG system for loot?

    How do I play a separate animation when I shoot? How do I create a melee attack?

    How do you set up hitboxes? How do you make a game over screen?

    One of the important things you're highlighting here is the difference between what you want to create (inventories, etc) and how to create it (event sheets, layouts, etc).

    How I learned was by drawing out, with a paper and pen, what I wanted to create. An "inventory" isn't just an "inventory"; it's a grid, with 16 boxes, that can have an item in each box.

    Then you add the player experience: what you want people to do. In the inventory, players should be able to select different items, and see a description.

    What's interesting is now we need to draw two more things on our piece of paper: a cursor (for the player to select items), and a text box (to show the item's description).

    Pick your favourite game and break it into pieces like this. Draw out other inventories and see what they created. Or levels, characters, bosses, weapons - it's all the same. Just a bunch of little pieces that add up to something greater.

    Once you go through this a few times, you'll have a piece of paper with everything you need to create, and what it's supposed to do. Now you can go figure out how to create it in Construct.

    You can look at the included example projects, and find ones that already have things you're going to create: cursors, text boxes, grids, etc. That will show you how to create those in construct. You can also look up tutorials. But between the amazing C3 manual and the included projects, chances are you'll find examples of what the pieces you're creating.

    Games are just that - individual pieces. Like any program, you're going to need to understand the basics of Construct (event sheets, properties, behaviours). But after that, you're just making lots of little things that add up to something greater (and hopefully, fun).

  • You should report it to the bug tracker:

    github.com/Scirra/Construct-3-bugs/issues

    It's hard to fix things going off a few screenshots, and how you discovered the bug is more important than the bug itself, you'll have to include an example of how to recreate the problem.

  • It looks like some other users have encountered this problem.

    I'd read through this, and the comments in the C3 bug report mentioned, to see if any of the suggestions apply to your project:

    construct.net/en/forum/construct-3/general-discussion-7/serious-audio-bug-ios-160887

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brushfe

Member since 21 Jul, 2013

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