Ginger Cat Studios's Forum Posts

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  • Forget it, I found a mathematical formula that solves this.

  • Check out these examples:

    https://howtoconstructdemos.com/category/slide-bar/

    Note, that for volume you'll need to use log10() expression:

    https://www.dropbox.com/scl/fi/5e5kyap5eqq6g7u1kfksb/VolumeSlider.c3p?rlkey=v8wsfcpi8nw7ntay3qpciod2o&st=hmioppkn&dl=0

    Thanks for the example,

    But using sprite, where the marker for example goes from X:335 to X:575, how could I convert these values ​​to decibels?

  • Ok, I found the solution using the drag and drop behavior in a sprite, but the question would now be the formula to calculate the volume, do you have any suggestions? Maybe using the size or the location in X..., I don't know how I will do this.

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  • Hi, I'm creating a volume bar for my settings.

    The problem is that the slide bar is very ugly and has no customization option, I would like to change the bar and the pointer.

    Is there a simple way to do this without having to program HTML/CSS, like sending a png of the pointer and bar like the other construct objects?

    Or even if it's possible to build a volume bar using sprites, I'd be grateful to know.

  • Generally it's fine either way, it may be more suitable to use frames if you need to iterate, but overall it's more readable if you had 2 animations (say you have 2 items, health and ammo, better to have them named like this and clearer in your events when you see "set anim to Health" rather than "set frame to 0").

    Oh, wait, we have animation frame tags now, so I guess either way works fine!

    Perfomance wise, I believe it's not a concern.

    Thanks for the reply

  • Quick question, I know the difference is minimal, but I would like to know, what is better, creating two animations with 1 frame, or 1 animation with 2 frames?

  • I'm creating this post to provide a solution to a problem I had, but the posts I found were too old to even comment on.

    The problem:

    I'm using a blocky background to create a parralax effect, but a 1-pixel black line appears on top, and it's not something from the image I used.

    The solution:

    Using the crop button and adjusting the image size perfectly makes the line continue to appear in the layout, but when executed it no longer appears.

    I also noticed that changing the sampling type can solve the problem.

    I hope this solution I found can be useful to someone.

  • Weirdly, Phyiscs behavior works really well with a large number of moving objects. Here is someone else's demo, with 500+ zombies I'm getting 144 fps and only 15% cpu utilization on my PC.

    https://www.dropbox.com/scl/fi/b8w45zomhay2o9lfmrqxb/ZombieAiNoOverlapingV3.c3p?rlkey=mcca4hu4xyjyuuzjva6blg848&st=d5x9kid1&dl=0

    Thanks, I solved the problem using Physics and I even posted the game if you want to see it: gingercatstudio.itch.io/rogue-survivor-generic

  • construct.net/en/forum/construct-3/how-do-i-8/move-enemies-vampire-survivors-171628

    It may help

    Thanks, I solved the problem using Physics and I even posted the game if you want to see it: gingercatstudio.itch.io/rogue-survivor-generic

  • I've done this before using multiple bullet behaviors on the same object.

    One behavior heads towards the player.

    The second bullet behavior, using the enemy object in a family, can be set to -

    On family overlap with enemy (or within x distance) - set family bullet behavior angle away from enemy, and set enemy bullet behavior angle from family. Use a high speed, and a high deceleration. You can even set the speed inverse to their distance to each other if you want, so that they repulse each other harder the closer they are to each other. This doesn't necessarily prevent overlap, but neither do monsters in vampire survivors.

    This is more akin to steering or boids style maneuvering.

    I would also recommend updating steering forces only every x seconds instead of every tick, for performance reasons. You can also see this in action in vampire survivors after you die.

    Regarding performance for massive amounts of enemies, you might notice there actually aren't thousands on screen at a time in vampire survivors. Try counting them. The enemies (and xp drops for that matter) are culled when offscreen and xp is combined.

    Thank you very much, I will see what I can do

  • In this case he is not using the Step effect, need to create the event "in step"

  • I was creating a game similar to Vampire Survivors, where countless enemies are generated across the screen...

    The problem is that if I don't define any type of collision between them, they end up overlapping too much.

    The obvious solution is to create a collision event between enemies, the problem is that if I use behaviors, the FPS goes from 144 to 0 when pass 500 enemies created.

    Could someone who has created a game with a massive number of objects colliding with each other tell me what the solution to this problem is?

    I found many ways to create collision in construct3 but none of them were tested in cases where there are many objects, I really don't know what to do 😞

  • > > Use on collision instead.

    >

    > This option does not appear when using Step

    What option? It's a trigger condition. Is your event already inside a trigger?

    In this case, when activating Step, it does not allow using any "in case of collision", only in case of overlapping

  • Where do you save your project? Do your events and layouts also get discarded? What OS do you use (Windows, Mac, Linux)?

    Windows 11, saved to secondary HD, I said they are discarded, because I can't save anything