igortyhon's Recent Forum Activity

  • If nothing has changed except for the plugin name, you can try unpacking with an archiver, change the name through search everywhere and pack.

    Do everything on copies.

  • Checked. Both versions loaded fine in chrome in anonymous mode, give it a try.

  • Hi. Has anyone noticed that in the version r424 became harder to save additional pivot points?

    The algorithm is as follows: I insert a new image in an existing sprite, naturally the anchor points are shifted, I manually set them in the desired positions and close the sprite. After that often the new positions of these points are not saved and often have to open the sprite again and move the points, after the second time their positions are saved.

    This happens when you insert into the sprite a new image that has a different size.

    Tagged:

  • I use console very rarely only when I need to check something in mobile game preview. Construct3 has a great mode to run in the debug mode, there you can see variables, arrays and much more, you are not programming in Python to constantly output something to the console. This is my humble opinion.

  • Here is a crutch method by points, of course the more points the more accurate.

    fex.net/en/s/0ylzezs

  • Hi. It all depends on the overhead.

    If you need to calculate 60 times per second, then I would recommend to apply overlapping objects to primitive shapes, for example two circles, it is easy to calculate the area of their contact or rectangles.

    If you need to calculate 30 times per second or less, you can use more accurate methods. I would use the Montecarlo method.

    All these formulas are available online.

    Probably you can use the built-in methods of Construct3 itself, for example, place 10 image points on the object and check how many of them will be above the overlapped object. I think you can still come up with a couple of crutches.

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  • This is a very handy tool, and along with a brief description of each function, it helps a lot when working with the engine and any plugins.

    When composing expressions, you can not just type them in, but find the necessary ones, as I have shown on the screenshot.

  • Hi. This method doesn't work?

  • Here's an iteration of that:

    https://www.dropbox.com/scl/fi/jrr6hko1kq0xwy77mqxr4/tetherObjects_noDragging2.capx?rlkey=bbk65nj0emtv594scaklirpa2&st=l280easa

    R0J0hound You got a very cool example!!!

    I put exactly your variant in my source, thank you!

  • Hi.

    I've already had someone ask me about such a rope between players, I've put together a minimal example, maybe someone else will find it useful.

    File c3p

    P.S..

    I've changed the source, the version that came up with user R0J0hound is more cool.