AnD4D's Forum Posts

  • Looks fine to me although with just numbers it can be a bit obscure to look at. Maybe you're not fully understanding how exactly the auto47 works. The default tilemap graphic has a functioning example in place, why not use that as reference?

    Tile 1 and tile 29 fulfill different cases.

    Here's a placeholder I made some time ago for a 20x20 grid. The dark parts are inside, the bright parts are the edges/outside.

    That's what I used as a reference. Note I copied it's shapes in the top image I posted.

    The top left shape should be using 29,30,31 as the top row, but instead it's using 29,23,31. For some reason, it's using the tile which should be reserved for long horizontal straights.

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  • Cut poorly? It's just a quick example. That shouldn't change the numbers. The top left area show this.

    Where it should show a 1, it shows 29.

    I'm assuming I'm missing something obvious, but it would be nice to actually have a template for these tilemaps.

    Auto16 works fine, but Auto47 doesn't.

  • I'm creating a new layer at runtime. How do I set it up to be a 3D layer? I can't see the setting anywhere.

  • I ended up with a result that sort of works, but it doesn't use the shadow plugin. Instead, it uses the drawing canvas to make a polygon of the shape I want.

    However, I now have the problem where it works great with a couple of objects, but when there are lots, it begins to slow down.

    In this example, there are only a few dozen, so it runs alright, but not great.

    In my actual game, there are 1000+ for it to work with.

    The problem I'm facing is that there seems to be literally no way to see if a line of sight can see an object unless I use a for each loop, which is what is causing my slow-down.

    Also, the line of sight only acknowledges that its seen an object if it manages to see the origin point of the object, which is driving me insane...

    At the moment, the code recognises that there is a wall behind the wall, and will try to reach it.

    I've attached my code. If someone could have a look and make it super efficient, it'd be appreciated!

    https://1drv.ms/u/s!AlZkRk7KfdFFjpY2rdHZ-Q3c20kh8Q?e=lVocou

  • As an update to this, I have tried using line of sight to determine if I can actually see the object. However, seeing as I need the objects to cast a shadow, they are set to solid, and line of sight has literally no idea what object has blocked it.

    So if you make an object, then give it a solid behaviour, it blocks the line of sight, and the line of sight only recognizes if it sees an object if it can see the origin point.

    Very annoying.

  • I've been trying a few different methods, but I am struggling to get the effect I'm aiming for.

    Does anyone know of a quick and simple way to convert this result:

    into:

    The key pieces I'm looking for is if the player can see a tile, that specific tile will be visible, however, if it can't be seen, I need it to vanish. At the moment, I am struggling to find a way to achieve this.

    Anyone cracked this?

    Edit - I should add that I am not using a tiledbackground in my game, but rather a tilemap that isn't a perfect square, drawn with an auto brush.

  • Yeah, I made the post because I first misread it as "Voice Recorder" and found myself thinking finally.

    I keep forgetting where the request feature is, as I can't find any links to it on this website, which I'm likely missing. I tried searching for voice chat on it, and found nothing. Also tried looking for Flow Chart on there, and found nothing.

    I have no way of knowing if the search function isn't working, and am not a fan of looking through multiple pages. I did check the last page, and it only goes back 1 week.

    Type in Voice Chat Construct 3 on google, and I've found multiple times it was requested here on the forum for years. Additionally, a paid plugin, which I don't know if it'll do what I want it to do.

    Guess I'll go make a request.

  • I haven't seen this yet, and will look at it today, but can someone who has seen it tell me if the flow chart has the following:

    Ability to change variables

    Has IF/THEN/ELSE commands?

    I've been using a program called Arcweave, and created an interface that allows me to have Construct 3 understand it. It's not been easy, and I shelved the project when I saw Construct was getting FlowCharts, but it needs to be more or just as powerful as Arcweave.

  • Anyone know why we're getting video recorder updates before voice chat?

    In the age of social games, where it would be useful to be able to play multiplayer and talk to people with proximity voice, instead we're getting a feature that we can already do with OBS?

    I imagine I'm not seeing the main reason. Are people asking for video recording? Are people using such a feature in a game? If so, how?

  • Take note of the shape in the top left. I copied the 9 tiles, the same as shown in the tile editor's upper left, and it's using other tiles. Also, look at the bottom left. It's using the tiles in the upper left, but it's swapped the left, right, up and down around.

    I think I have the tiles set up correctly, but can anyone see anything I've done wrong?

    I can't tell if it's something I've done, or a bug in Construct.

    It's a shame, because I could do almost everything I want using Auto16, but it's missing a fill space.

  • Yes, that's the solution, thank you!

    Seems odd that you can't update them. What an odd work around.

  • I'm using this plugin.

    construct.net/en/make-games/addons/84/greenworks

    I've been using Version 0.71.0 for months, and only recently realised this was updated.

    So I downloaded an installed the new plugin. However, I noted that my old project didn't show the new features of the update.

    When I make a new project the features appear. In this case:

    As mentioned, this doesn't appear in my old project. In fact, when I export it using NW.js and go through the process of adding the recommended files, it doesn't work at all, and I get multiple errors.

    So my question is, how do I refresh the plugin to make sure it's using the correct one?

    I tried removing the old one and then adding in back in again, but that didn't work either. By all accounts, it looks like Construct is insisting on using the old version of the plugin, even though I updated it.

  • Did you ever get this to work? I was starting to look into it now.

  • Thanks, but I think I managed to brute force it.

    I applied the same force to multiple objects of various sizes and mass to figure out if there was a number that seemed to be in common with all of them, allowing me to predict the velocity based on the mass and the force. I eventually came to:

    V= M/(F×41.73)

    41.73 seemed to be a common number. Although not 100% perfect, seeing as I only need to predict about 1 second into the future, it works fine. Also, with this, I'm able to predict 10 seconds into the future with general accuracy. I haven't tried further than that, but I imagine it's capable for some time.

    In addition, this allows me to continue to work with the physics engine, dealing with collisions, etc.

    Thank you for your help! The above method could be improved on, for sure, but it should work for all games that need to predict physics.

  • It’s 30*30*1/50 = 18. Notice the /50 is needed. That’s what I mean by the units of the physics behavior being off. That second capx figures out the conversions between units in the behavior and what it should be. 50 comes up a lot. I think it was mainly due to an oversight when the behavior was made. Position and speed are spot on but most other values are off by some factor. This really only becomes an issue when trying to apply physics based calculations.

    50??? 60 I'd understand, but 50? I don't get it.

    Do you know how velocity is calculated? I imagine it has that 50 in there again. If I apply an impulse of 1 again on an object with 0 density, I end up with 50. Strangely, I thought that force was essentially a constant impulse being applied, so if I apply a single frame of force, I'd get the same result.

    If I could figure out how much velocity the force would generate on a stationary object based on it's current position toward a certain angle, I could add those numbers to the predicted velocities in the loop, and get a more accurate line.

    I note that force actually appears to be based on time, so if I apply a single force of 60, I end up with 49.79... so let's say 50.

    However, that all becomes a lot harder when you have mass and damping included.

    Additionally, while if I give the sprite a density of 0, I get 49.79 after that burst of force, if I instead give it a density of 1 I get 139.16. No idea why an object with more mass would move faster. However, saying that, a density of 2 gives me 69.58.

    So that makes no sense. I think you're right. It just seems like someone made a mistake in coding the physics engine...

    Update - Just realised, with a density of 0, we get a mass of 50, rather than 0: 30*30*0/50 = 50, which is wrong.