brainwavecreations's Forum Posts

  • Every time I try to learn in the Construct "manual" I never find an example... The manual kind of says read the manual, or says do this command to get your answer. Some of us learn by images and examples guys.. Please include specific screenshots, and examples to get from A-Z The most recent was speech synthesis, I am trying to find out how to select a female voice in the web app, and the manual says run some command to view the list. If I knew how to do that I wouldn't be in the manual looking for an example.. :-D great platform, great community, and sometimes the community says "RTFM" but have otherwise been super helpful. Just some feedback for the people maintaining the "manual" please include more visual examples.

    I've read through the documentation from top to bottom, besides the last two sections, on two separate occasions. Over the course of a week, while working with construct. I still reference it often.

    I'm the same way. I definitely learn far better, by watching video, or image along with text. There are a bunch of video tutorials on this site as well. Along with tons of educational content available online.

    I found it best to follow along with video tutorials found on a few different YouTube channels. And, reading through the Documentation definitely went a long way in learning the ins and outs of Construct 3 as well.

    I find the Documentation to be a great reference point, for an overall view of Construct 3. Along with it's various capabilities, layout, objects, timeline editor, etc. But, I definitely need to jump right in and follow along with a video to learn certain things :)

    As you know there are hundreds of examples built right into Construct 3. I just checked inside the Example Viewer in Construct 3. With no filters selected, it's showing 283 results for available examples.

    I rarely view the examples, besides new ones that peak my interest, by catching my eye while reading through a Construct 3 release email/blog post for example. But, I could see it being useful to use the examples as a tool to learn. By, deconstructing the Conditions/Events in them.

    I've done this with templates I've purchased over the past year. But, haven't dug into the examples much. But, I could see myself doing so, if I was creating a game with some specific game play element that is readily available in the examples. Which, I'm sure most cases are covered one on example or another.

    There have been certain YouTubers, I've tried to follow along with tutorial series, and have been left completely lost with wasted time to boot. Because, the person recording the videos would change objects, variables, events, etc, between videos without really explaining that it had been done. So, it was a lot of lost time, pausing the video, and scrutinizing the Event Sheets at the moment the video had been recorded.

    Anyways, I've found some really good sources. And, I could recommend some YouTube Channels, if you want some good resources to learn from :)

    I've just completed all the prep work for an entire in-depth platformer tutorial series, and have already recorded the first handful of videos. I'm going to begin working on recording, and uploading all the content next week. Still sorting out the pace in which the videos will be published.

  • Hey there. I'd hate to take anyone's work away from them. But, are there no addons that would work with your projects? Something like this maybe?: https://www.construct.net/en/game-assets/game-templates/firebase-leaderboard-1724

    There is this one too: https://www.construct.net/en/game-assets/addons/easy-leaderboard-2003

    But, I'm not sure if that second one is Online or not. If not, it could be modified to work online. At least the framework is setup, even if it is only local storage. It doesn't really specify on the description. So I am not sure. *shrug*

    But, by the way it looks in the video. And, the way the developer talks about "competition driving people to play games", I would think it has some form of online capability. You could always reach out to them :)

  • Apologies for all the comments here. I'm off to bed. But, I submitted three bug reports just now, with video, if anyone is intrigued and wants to take a look.

    They involve the Origin/Image Points, Collision Boxes, and Importing Images. I've only spotted issues in the Image Editor in r304. But, it's also the only editor I've really been working in. As I rebuild this project for my tutorial series. And, adding in a ton of animations.

    Only reason I found the import animations crash, was because I figured out I could simply export them from the project as it currently stands, then import them in the new copies for each video.

    You can get around the image point, collision box issue, if you simply close the animations editor before cycling frames or animations in the list. This works most of the time I've found. Anyways, my work here for today is done. Time to crash and burn into my bed.

    Anyways. It's been a long day. Thanks for all the input and suggestions to anyone who has replied to this thread.

    I good you all a bid evening

    🙏

  • Plugins can definitely be a source of issues.

    Usually you would simply open the backup project file in whatever version you created it in, rather than trying to change the version of the file.

    Also for any sort of production work I definitely recommend working with the latest stable rather than beta. The betas can definitely have problems, and you usually don't absolutely need the latest features.

    I am definitely doing this moving forward. I had issues during a game jam as well with the timeline editor, and reported two or three issues I'd had with the timelines editor at the moment.

    I will be reporting these as soon as I am rested, and thinking properly, so I can explain them well, and provide source files. If I come across any other bugs along the way. I can report those all at the same time.

    It's mainly been stuff with the Animations Editor. I think the collision box can be wonky as well. Similar to the Origin Point moving when changing frames. This happened in the past, and when I reported it, it was fixed in the next Beta.

    Edit: For right now, I am just copying already made stuff. So it is sorta brainless work. If I feel alright, I will report tonight. But, I feel like I'm going to puke. Pulled a couple all nighters this past week. I really need to stop doing that. Because then I waste time being only partially functional mentally.

    Tonight, tomorrow, or latest Saturday. I'm going to thoroughly test the Animations Editor. Then submit any of the bugs I come across, which have not been submitted yet. I just need to get this done right now.

    EDIT 2: All caught up. Going to take a 10 minute breather, then get a video recorded with some of those bugs, and submit them before I crash lionz ✌️

    I usually make sure there have not been reports submitted first. So I'll go ahead and do that. But, if anyone knows how to revert to an older version. That would be cool for future reference. I've tried it a few different occasions with no luck. I thought maybe it was the compression, which is why I tried both apps to zip the project files. But, a .zip should be a .zip. Then just convert it back to .c3p.

    Ahhh well. I'll take care of those reports. Then crash for the night. My eyes feel bloodshot as all hell XD.

    Have a fantastic night everyone. And, apologies for all my posts, and ramblings here

    I'll catcha all later ✌️

  • What kind of bugs? Usually the betas are solid. Did you report them?

    I've been extremely busy, I was planning to check the bug tracker the end of this week. Mainly image points not applying to all animations, if set in animation editor then switching frames of an animation. And trying to import animations I had exported, crashed it at one point, and project could no longer open. That was earlier today.

    I am extremely sleep deprived, and on deadlines. So time has been tight. I'm currently working on rebuilding these projects in 302. I'm only using those three basic plugins like I said.

    Also checked that the theme and all settings were the same earlier. But, wasting far too much time trying to roll these back. Will be faster to just rebuild them real quick. I need to crash big time tonight, or I'll wind physically sick. I figure just rebuild them. Because with Scirra's break next week, it may be a minute for a stable build.

    I usually report bugs straight away. But, I'm squeezing in stuff I need to get done, literally every minute of the day. I feel like I even spent too much time typing this, and it only took a few minutes.

  • Hey everyone :)

    I'm currently working on a video tutorial series, and I normally use the Beta releases of Construct 3. But, I've been running into quite a few bugs with the latest r304 version of Construct 3. I'm good about making a couple backups, just in case one gets corrupted. Which did happen earlier today, so I'm glad I had a couple backups.

    Anyways. I'm just trying to roll back to a couple versions back, r302. Which was the latest Stable release. I've followed the guide here https://www.construct.net/en/tutorials/downgrade-c3p-file-project-2556

    But it does not seem to work. I replace the Version fields using Find Replace. And, changing the top version field manually, from "30400" to "30200". I don't have many plugins in the project yet. Just the Keyboard, Mouse, and a few Sprite Objects at the moment. A couple Event Sheets, and one layout.

    I have a bunch of project files, as I plan to give out the project source with each video that gets released, along with the assets.

    I've tried zipping it with WinRAR(using .zip archive), as well as the compression to .zip built into Windows 10. Following this guide exactly, and I can't get it to work inside of r302. It gives "Failed to open project. Check it is a valid Construct 3 single-file (.c3p) project.

    Has anyone gotten the roll back to work properly? If not, is there an easy way to save objects and import into an older version? I would imagine the animation frames could be exported, then imported into an older version. But, other than that, not sure.

    If I cannot get this to work. I'll just get moving rebuilding everything in version r302. Because r304 is beginning to drive me a bit crazy with this project. Which already has a lot to plan out, and keep track of.

    Any help would be greatly appreciated :)

    EDIT: I've even saved one of the example projects in r302 and compared the "project.c3proj" files between the two. And, I'm not seeing any difference, except for the, UniqueID, SID, and some of the settings. Because, I'm using different plugins in my project compared to the example I saved in r302 just to double check the file being modified in the archive.

  • > I wonder if this will work when creating new objects then calling function in same event. Or, if that doesn't work, adding a wait 0 seconds before calling the function. When I'm home, I'll be playing around with this!

    seems to work!

    Woot! Thanks for confirming fedca :)

  • I'm pretty sure it simply means that any objects that were picked in the event that called the function, will also be picked in the function, and you don't have to pick them again. As in the two random objects I pick in the event, will be picked inside the function, which was not possible this easy previously. The function is still only called once.

    This would have destroyed ALL enemies and set the animation of ALL sprites, but with copy picked it will only do it for the picked instances.

    Awesome! That's exactly what I thought it might be doing with the new r304. Thanks for your input! I will definitely need to play around with this. I usually pass through either a UID, or Object name for various functions that require it.

    Let us know how you make out, Jase00 :)

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  • As the title of this Topic says, I am a bit confused on what the new "Copy Picked" for Functions actually does? Does it simply mean, that it will run on each selected object(From the SoL of the Event Block) that calls the Function, each individually? As the Release Notes for today's build make mention of, not having to pass through Object UIDs while creating Functions.

    If someone doesn't mind explaining what this actually does, I'd be super grateful. I'll try to find time during the evenings this week, to make a test project to play around with Functions as well, to see what this change actually does. I'm sure the official Documentation will be updates with this information over time as well.

  • Most definitely :). I'm always happy to help, even if it's just by sharing my own experiences from various areas of life.

    I hear you bud! I definitely have a long way to go myself :). But, just seeing the progress from where I was six months ago, is pretty incredible. I try to relish that feeling of, "I am dumb!" or "That was dumb!". I say a variation of this line pretty much daily, as I work through different roadblocks that present themselves over time. Because, this means that I am still learning! There is no finish line, it is only moved further and further back.

    One step in front of the other, learning one thing at a time. With lots of learning from mistakes/trial & error/etc, as we all do. And, that is forward progress daily/weekly/monthly. Depending on how often you work inside of the application. Like anything it takes time, patience, and dedication. I have no idea how many times I've started in on developing some kind of gameplay mechanic, or even a game. Then decided it would be easier and faster to just scrap what I had done, and start over from scratch XD

    Not sure if I mentioned it earlier, and I'm running on zero sleep today, and also currently recording video tutorials. As such, I am too lazy/busy to check XD. Anyways, I had 4 versions of my current project going at one time. As I was trying to figure out the best way to handle my platformer enemies. I had one project file using various behaviors, another using containers, one using families, and finally one using the family object again but with different behaviors.

    I finally settled on using the Family Object, and found the behaviors that would work best for my scenario. As I am having them use both ranged, melee, and sometimes no attacks(depending on the particular enemy Sprite Object within the overall Family Object).

    Thanks, and you too! My weekend has been great so far, besides the lack of sleep. XD Going to catch up before a golf game planned tomorrow, for sure. Have fun with it as you go, and remember to practice patience with yourself. Talk to yourself as you would a good friend. Everyone moves at their own pace. I know for myself, certain concepts take a very long time to finally sink into my gray matter.

    Take it easy. Peace!

  • I have watched it but it would literally require me to start all over. I might just have to do that at this point lol.

    Yeah, sometimes that is the quickest & easiest way. When I first started on my platformer. I hit at least a couple of spots during the first month, where I ended up just starting over from scratch. Saving the current version as a reference, while starting over with a clean project/slate. One of those starting from scratch moments, I actually had 4 copies going of the same project.

    I was experimenting with 4 different methods to achieve the gameplay mechanic I was looking to create. Until I found the one that worked best for my case scenario. And, would work in the long run as I expand the game. I still do this practice pretty consistently.

    Especially, if I'm adding in something new. I'll just save an extra copy or two of my project, before I start adding in the new feature(s). Then, experimenting with different methods/paths to try and achieve whatever I'm going for. If I get really stuck and have broken a few things along the way, I can always start off from that last major backup where everything was at that time still functional.

    Just having copies of a project at different stages to go back to and reference has been a big help in my experience. I can go in, see where I had made changes from the last big milestone. Find where I may have gone wrong, and figure it out by reference & Debugging :)

    Not sure if any of these suggestions actually help anyone reading this. But, just throwing out what I've learned works for me after the past several months working with Construct 3 fulltime.

    Best of luck with your project!

    I hope you have a fantastic weekend coming up! ✌️

  • Did you happen to check out that tutorial, at all Jaypixels? I think it will get you off and running with a platforming game. Pause it where you need to, and take your time following along. If you want to anyways, I'm not trying to force you XD. But, it helped me a ton, and it it's been fun to build on top of the end result at the end of the video.

    It can obviously be modified for any game style, and heavily added to. I used all my own art while watching the video, and had just a few areas I needed to change around the math a bit to make everything work properly. Also, had to add a helper sprite for the EdgeGrab area. And, set mine up a bit differently, using the MoveTo Plugin to move the PlayerBox to the proper location either left or right of each platform. Then I just spawn all the edge triggers where they need to be, during the On Start of Layout.

  • EDIT: Apologies for the late response. I'm just getting the Notification that you had replied 7 days ago, on my community account profile here today.

    If it's a platforming game. You'd have to assign a behavior to your player. The "Platformer" Behavior. You need the Keyboard Object added to the Project as well.

    Then setup your controls in the Event Sheet. Or just use the default arrow keys to move and jump.

    Then, it's as simple as using an Action Condition, to check to see if a "Key Is Down". For example. "Key Is Down", checking for "A" key(if that were the key for moving left). Then, the Events would be something like, "Simulate Platform pressing "Left"", then underneath have an event where your player Sprite is "Mirrored".

    All Sprite Objects default to facing Right. So you're animations need to be facing towards the right. Then while moving left, they are mirrored, and while facing right they are not mirrored.

    So the same for moving right, if the "D" key is being used. Would look something like. "Key Is Down", checking for "D" key(if that were the key for moving left). Then the Events would be something like, "Simulate Platform pressing "Right"", then underneath your player Sprite would be "Not Mirrored".

    If you are using 8 directional movement. It would be the same. Except for Right, Down, Left, Right movements. You would set it move in each direction, then change the walking, running, or whatever animation for that direction.

    I'd really recommend going through some basic Construct 3 tutorials, to get you going. It sounds like this is your first project inside the application.

    Perhaps this one on the Scirra Website: https://www.construct.net/en/tutorials/platformer-game-2329

    Below, I've linked to a couple different series for beginners on YouTube:

    https://www.youtube.com/watch?v=B8ZV7paSq4I&list=PLrW65LvOdu7IvVzVV_FyAOkGIDu3zu56e

    https://www.youtube.com/watch?v=THQFDyNxi5A&list=PLivUpw-q07h7ljFxn0U7a253a6Dh1V21n

    The two channels above, also have other Playlists with other tutorials for Platformer extras, and other things that are helpful for beginners. If you are working on a game style other than a Platformer. You can find a bunch of tutorials online for just about any style of game.

  • Good to know lennaert. Thank you for sharing your knowledge!

  • I believe it was 256, It was a hard limit in webrtc some years ago.

    I used the cs2 multiplayer object, with a dedicated host project on its own server, and a dedicated client app.

    The tests at the time was conducted with close to 100 players, each inputting/transmitting a certain angle and distance from a moving object.

    Worked pretty decent!

    Very cool! Good to hear from someone who has used it in the past :). I wonder if that limit has changed? Especially if using something like the Photon Realtime Engine.

    I've not mucked about with Photon yet. The only online game I ever worked on was a MMORPG, using an engine built on the old Blitz Basic 3D language.

    EDITS: Spelling... I cannot seem to spell today XD