El Constructorr's Recent Forum Activity

  • I'm not an expert here, but I had spent days trying to figure out what caused my Physics to change when I tried it in 'fast forward' (higher time scale).

    I still don't know why it does it (probably a bug), but I found out that it has something to do with 'World Gravity'. It doesn't reflect correctly when it comes to 'time scales' and/or 'dt'.

    My suggestions are:

    1. Try without the use of 'dt',
    2. and/or
    3. Change the World Gravity if at any point you're changing the Time Scale.

    For example, if your World Gravity is set originally to 30, and if you make your time-scale to 2, then everything is messed up until you make the World Gravity to 15. Then it's back to normal physics. (so inversely proportional).

    To change the 'World Gravity', you can use any physics object's action, it applies to all I believe.

    And always use V-Synced and Framerate Independent (so that different refresh rates devices don't affect Physics).

  • All you need to do is increase the X randomizer to a large value (the size of your viewport). And have the particle object in the bottom-center.

    You'll find it in Particles properties:

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  • Thanks, I'm glad it worked!

    As for 'On TypeWriter Finished', the simplest solution would be to raise a signal (I prefer using another function) when the loop reaches the end of 'length'. This is where you would add that function:

    So it would work the same way as the original plugin. EXCEPT, if you later add more Type Write texts, you'll need a way to specify which textbox finished. Currently, the function is specifically for one Text box. But if you want to use multiple text boxes, I've modified the function, which lets you add 'tag' so you can refer to which 'On typeWriter Finished', and also TextUID to refer to which textBox you want to write to.

    Here: https://drive.google.com/file/d/1XlAVb_h002XTk3I7ir5l_MnUvT_sjMwU/view?usp=sharing

    Sorry, I am currently not looking for consultancy, as I see myself getting busier and more occupied soon with my own pending projects. Thank you for asking though! I'll be around on and off, you can use this forum to get help from myself and many others, who ever is available.

    Hope this helps.

  • Oh yeah, it simply inputs every character at a time so it only recognizes the bb code until it's finish reading the square bracket close.

    I've added another function that appends everything after "[" until it reaches "]" together.

    Here: https://drive.google.com/file/d/1Vld_KKaslJQrRHWb-R89m0lFf27w3Iif/view?usp=sharing

  • It's definitely because the built-in Type Writer plugin uses the worldclock time measurement system and division (as oppose to wait for seconds). Changing time scale will hence still make it finish in real-time.

    But you can make your own Type Writer 'function'. And same way, pass on the Text and Duration, with 'wait for some seconds' in between it will do the same.

    I made a quick one here just now: https://drive.google.com/file/d/1X_5eRV-9f7zwMD_JQ4aIIuozICPi-E-R/view?usp=sharing

    Note: It uses recursion, which is slow by itself, so it wastes some extra time. Meaning, the 'duration' you enter won't be exact. It may take a few extra seconds to complete. But it stops with time scale 0, so it does the job!

  • Alright so I made a slight mistake in % x,y grid arrangement. What needs to be done is first create it randomly, then adjust it so it's on a grid using: Set Position: Self.X - (Self.X % 128) etc.

    I included a Function called: "checkOverlap", this can be called whenever there is a chance for overlaps, for example: (1) after it has moved to get aligned to grid, or (2) rotate and moved.

    The rotate and moved was only to make it either go LEFT or RIGHT if it's overlap. I was thinking you're trying to make a Tetris like shape (like L or T shape as well). If it's only going to be straight horizontal / vertical lines, then you don't need this. You can remove the 'rotate and move' lines.

    Here are the two items implemented: https://drive.google.com/file/d/1uDhLlU-DI9VUgdJYwYAaROXYTiH9m1Pw/view?usp=sharing

    But I highly recommend re-thinking the strategy on making a pile of blocks, otherwise, wouldn't the blocks just randomly appear adjacent to another pile of blocks? I don't quite understand (even from that pdf) how the game would work really.

  • Host: Send message (tag: "restart") to all Peers

    Peer: On Receive message "restart": Restart layout

  • If you want the objects to be moving when paused then you can either:

    1. Introduce a fake pause, without changing any time scales. For example: Have a Group "Paused" in the event sheet, when you want to pause, just have those events in it and deactivate the Group so it won't be running. For example: Keyboard/Mouse/Touch inputs will be in there, so people can't interact when the game is paused, but the objects moving will be outside of that group.
    2. OR
    3. If there are not many types of objects in your game, you should look into "Object Time Scale" where you can have different objects behave differently with time. But this can get tricky and confusing sometimes. I'd recommend the first option.
  • The first problem: When 'Pink' overlaps with 'Pink' it destroys 'Pink'. So it destroys both of them.

    You need to specify in the condition by saying: Pink: Pick Top Instance, then it will destroy the recently created one.

    Yes you can instead just randomly relocate it, instead of destroying.

    I assume you'd want them to be created on a grid-like pattern, instead of randomly scattered? You can make use of the modulo operator % to achieve that. for example:

    PinkSquare Set position: random(192,896) % 64, random(192,896) % 64

    ----

    Second question: So you're trying to make only Tetris-type shapes? In that case, you would 'Pick' a pink square (let's say: Top instance), then 'Spawn' pink. (This will create another Pink on top of it), then just move it Either x by 64 (or -64) or y by 64 (or -64). You can use the choose expression for that. If the squares are symmetrical and square, then this might work nicely:

    PinkSquare Rotate clock-wise: choose(90,-90)

    PinkSquare Move forward: choose(64,-64)

    But make sure to remove the 'destroy' on overlapping, that can cause more problems later, especially when you'll want to actually check for overlapping two different tetris blocks, etc. They'll just destroy.

  • Thanks Gloomie

    Yes, I used a plugin by Sparsha: https://sparsha-dhar.itch.io/construct-3-firebase-plugin

    There are two plugins ($12), one manages user accounts, and second handles Real-time Database, both through Firebase.

    It's really simple to set-up, he's got well documented guide and also has a Discord channel for chat (help). Once you've created a Firebase account, and added your project there. The C3 side is as simple as using any other C3 built-in plugin. Straight-forward condtions/actions, e.g. Sign up, Sign in, Read-Data, Write-Data, Read Leaderboard, Incremeent Score value.. etc.

    Real-time database in Firebase is made extremely simple to use, and looks like this:

    So without any extra web/programming know-how, you can easily work with user-accounts and store/fetch user data, both: on C3 side and Firebase console.

  • No Cricket Fans around? :(

    Update: I've added Offline Practice Modes! Must check it out.

  • It's easy. You can set the "Room name" as the Code.

    So in my game (two players), the Host creates a game, and joins a 4-digit (random number) Room.

    It displays the Host that 4-digit code, and Share button.

    They can tell/share the Code to their friend, and they can "Join", enter the code, and that will be the same Room name so they connect together.

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El Constructorr

Member since 3 Aug, 2019

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