WackyToaster's Recent Forum Activity

  • Thanks! I thought about deducting some points from other ideas but those are also really good ideas that I really wanna see and are harder to work around. Maybe I'll take a few points away still...

    I think this is one of those things that actually shouldn't need an "idea suggestion" but rather more of a "hey, this is absolutely supposed to be there, why isn't it?" It feels like a no-brainer that we'd have read access to a value we can set. And it shouldn't have any unforseen downstream effects either and is probably fairly easy to implement.

  • I mean sure, I did, but my points are currently invested in other ideas that I support so I can't even vote on my own idea :(

    construct3-21h2.ideas.aha.io/ideas/C321H2-I-392

  • Fingers crossed the next beta cycle will include hierarchies with templates finally.

  • Kinda hard to understand what exactly is happening without seeing it firsthand.

  • Giving this a bump because I noticed the effects are also nowhere to be found in the debugger. Makes it not easier to debug something.

  • Here's an updated version that also handles the side of the slopes correctly (with a little hacking) and the 4 cardinal directions. Not certain how one could handle slopes of any rotation exactly. Too much math for my brain, but probably possible somehow.

    wackytoaster.at/parachute/3DPlatformerSlopesV2.c3p

    I think the only real issue left is the fact that you can't put a slope on a 3D platform, but that's just because it's handled a bit janky right now as it can process either the platform or the slope, and simply prioritizes the platform and ignores the slope (because of the else)

    dazedangelsSure, feel free to put it up. I guess you can link to my website.

  • It's the scene graph/hierarchy feature, for which I conveniently fail to find anything about in the documentation. You can just type "scene graph" in the example browser tho. Short story: Pick two objects, right-click the parent, Hierarchy > add selection to this instance.

  • Reject heightmap, embrace pythagoras. :)

  • Meh, depends on the exact usecase. Tweens work perfectly fine and in the end also run on the same math essentially. It can be useful to understand the math behind, but not required.

  • Check out the Tweening addon & value tweens.

    construct.net/en/make-games/manuals/construct-3/behavior-reference/tween

  • You're in luck, I just recently tinkered around with this.

    wackytoaster.at/parachute/3dPlatformerSlopes.c3p

    The code currently only works for one direction, but should be able to be adapted to work for all directions.

    It boils down to setting the players Z value to

    clamp(abs(slopes.BBoxLeft - player.BBoxRight), 0, slopes.Width) * slopes.ZHeight/slopes.Width

    while overlapping, and you'll need to block off access from the sides of the wedge.

    It's just that this only works for a wedge going up towards the right. For the left you need to switch the bboxleft/right and for up and down bboxtop/bottom. Not sure about wedges with other rotations but you probably have to use some distance expression for that.

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  • I'm pretty sure I've seen several bugs that happen when scaling something to exactly 0. My only guess is it's possibly a floating point error and the sprite actually ends up scaling to -0.00000000017 or something, flipping/mirroring it.

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WackyToaster

Member since 18 Feb, 2014

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