Colonel Justice's Forum Posts

  • This can definitely work. However, keep in mind that various controls are not supported by tilemap, such as rotation, imagepoints etc.

    It can also be cumbersome to control animations as you have to write your own function for frame changes, animation speed etc.

    You could try tiled background as an alternative as it supports image scaling, rotation and offsets in order to parse through the image map. Again, animation controls missing.

    Another suggestion would be to still use sprites, loop through the animations and frames and load the images from an URL. Like this you have the full sprite functionality.

  • Use a touch object with use mouse input enabled.

    Then create the following event:

    Sprite dragging:

    Sprite -> Set angle to Touch.AngleAt(0)

  • You can't compare correctly the variables with the system expression if you didn't pick objects through another qualifier first.

    Also, the variables don't appear in the dropdown field because they are boolean.

    Use the condition "Is boolean instance variable set" instead, there you'll find your shed variable.

  • -> On start of layout (system condition)

    Sprite: Stop animation

  • Colonel Justice I ran into another issue here. Is there some kind of way to invert the way it's scrolling? As it is now when you drag to the right the camera moves to the right but i would like it to be the opposite. Is it doable?

    Set the angle of motion for the TouchController to Touch.AngleAt(0) + 180

  • Use tags in audio like this:

    On start of layout

    Audio: "music" is *not* playing (invert condition)

    -> Play audio "song" with tag "music"

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  • Piece of advice: Pass the object in concern's UID through the function as a parameter.

    This will allow you to always pick the correct object, no matter the family, conditions, etc.

    Example:

    Family "hittables"

    Members:

    Player Sprite

    Enemy Sprite

    Event:

    On bullet collides with "hittables" -->

    Call function "bullet hits something"

    Pass parameters: bullet.damage, hittables.uid

    On function "bullet hits something" -->

    Condition:

    Pick "hittables" by UID function parameter (1) (or function "bullet hits something" parameter hittables.uid") -->

    Substract parameter bullet.damage from hittables.health

    Destroy bullet

  • No, NW.js does not mean WebGL 2 is always supported. The support is the same as in the browser.

    Why do you want to change the sampling mode, anyway? Normally a game's artwork style is suited to one or the other, and it seems unusual to offer both. Either it will look too blurry or too pixellated in one of the modes. There is no performance impact either way.

    Because reasons ->

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    True that per se the sampling method has no (noticeable) impact on perfomance. However, as I might offer different raycasting resolutions (meaning rays cast in function of X resolution), I also might want to change the quality level at some point, as well as the sampling. This is somewhat indifferent to the art style at that point.

    Sorry, I failed to specify that I use Chrome for C3 so I was under the impression / hope that the Chromium feature set is the same or similar and offers this.

  • In my current project I want to offer certain video options to the player, changing the resolution, hi/low quality etc. The only thing missing is the sampling method. Since it will be subject to nw.js export, my uneducated guess would be that changing the sampling rate will always work there (as it already works in the editor)?

  • Hi,

    is there any known way to change the sampling mode at runtime, e.g. from trilinear to point?

    Thanks!

  • Change the mode to "Exclusive" on the Set collision filter action and specify the tags (of the enemies) that should be ignored.

  • How did you resolve it technically? I need to test & sort multiple overlapping objects by an arbitrary value ( Z depth ), so using e.g. Y as reference wouldn't work for me.