calminthenight's Forum Posts

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  • Which release are you on? Still working for me in chrome on 263.

  • Given the way Valve are marketing the SteamDeck I'd be surprised if the controls, mouse, and touchscreen aren't all just recognised as standard devices that should already work with C3's Gamepad, mouse and touch behaviours. Going to be interesting to see how the release goes.

  • jsutton I think he is just describing a UX issue where the browser.requestfullscreen action dialog box doesn't just default to the project's fullscreen scale option when you add the action.

    It would make sense for it to do it, but isn't a huge deal.

  • set your Z-Elevation to what ever you want in the properties window.

  • Post your project file via a cloud storage platform so people can diagnose your issues.

  • Not sure about your first question without seeing all of your events.

    For the second question you wouldn't use an else condition by itself, rather create a variable called WeaponSelect then use the RB press to add to the variable and set the weapon type based on the variable. Personally I'd use a function, as you might want to switch weapons based on other conditions in your game, but there are many ways you can do it.

    You can also store your weapon sprites in a single sprite object using different animation frames, or you could add destroy and create events as you liked.

    e.g. of function method

  • I don't think localstorage can access anything outside of what Construct has stored.

    These threads may help.

    construct.net/en/forum/construct-3/how-do-i-8/variable-webpage-153171

    construct.net/en/tutorials/variable-parent-webpage-c2-c3-2680

  • The C3 3D features are all really new, in 6 months to a years time I'd wager that they are much more fleshed out and that 3D games in C3 will be pretty straightforward to make. It's a huge thing really considering there are no other engines that can do this without coding AFAIK. I doubt it will ever be a full 3D engine like Unity etc. but I think it will handle a lot of the stuff that indie devs use Unity for.

    It's already pretty crazy that I can set up the bones of a first person shooter or 3D racing game from scratch in 15 mins.

    Super excited to see where it goes.

  • You can Shift select the comment with the events when you move them around and they will stay together. You can also add a comment in the actions section itself.

  • Put your set angle action in the event that the object is created and directly after the creation action. At the moment your logic is creating a new object at 0° for one tick and then the next tick it is getting set to the angle. If you put the set angle action in the same event as the creation, it will be created at that angle.

    Also change your create object position for the aim object to player.imagepointX(1), player.imagepointY(1).

  • Just dropping in to say cool project. You should post it on the my creations thread

  • Use is overlapping and distance to conditions so you first check that it is overlapping at all, then you compare the distance between the X or Y or both coordinates of both objects. If it is within a range you set (determined by the width of the sprite and hole) then have the fall action occur.

    You could also probably just do a distance calculation but depending on your game you might want to pick the specific hole with the overlapping condition.

  • Not having looked the file, I assume you would want to make a deadzone threshold that cuts off the movement behaviour.

    Store the tilt values at the end of each frame, compare the current tilt values with the previous frame tilt values and unless the difference is greater than a certain amount, don't update the rotation or store the new tilt values.

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