larrynachos's Forum Posts

  • What I thought would be a relatively simple mechanic to implement is actually becoming the bane of my existence T.T

    Basically, I have moving platforms that bounce off of each other, the borders of the level, and platform blocks. Initially I was having trouble with the "bounce off solids" behavior, so I opted to disable it and have all of the bouncing be triggered by collision events instead.

    In very simple configurations, it works perfectly

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    It also seems to work just fine when they bounce off each other

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    The issue seems to arise when I have tiles with corners, they just seem to pass right through them. I've double checked that all the tiles have collisions enabled in the tilemap, so I'm not really sure where the problem's coming from.

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    help me please mommy

    Here are all the events that handle the mover blocks

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  • Since I've failed to get the spriter animation plugin working on c3, I've resorted to using the timeline feature to animate my characters, but there are a few hurdles I need help with:

    1. Is there a way to use the timelines on multiple layouts? I have a layout for single player and multiplayer, they're both effectively the same but when making timelines I currently have to duplicate the timeline and replace the instances.

    2. Is there a way to mirror animations? The game is a 1v1 battle game, and I can't find a way to mirror the timelines for the opponent besides making an entirely new set of timelines for the opponent.

    Any other tips/tricks you have regarding timeline workflow would be very helpful! Thanks yall!

  • Is anyone else still able to use this plugin? On the latest plugin version, C3 beta version, and spriter version, dragging a zip file into c3 imports the .scon, creates a blank .scml, but imports no sprites. If there's a different combination of c3 version/spriter plugin version that would work better, please let me know!

    Bumpity bump, really hoping I can find a solution for using spriter in c3. I had it working in c2 years ago. If the plugin is incompatible, has anyone had success using the spriter.JS library in construct?

  • Is anyone else still able to use this plugin? On the latest plugin version, C3 beta version, and spriter version, dragging a zip file into c3 imports the .scon, creates a blank .scml, but imports no sprites. If there's a different combination of c3 version/spriter plugin version that would work better, please let me know!

  • Bumpity bump.

    THIS HAPPENS WITH THE ADJUST HSL EFFECT AS WELL.

    This happens on all exports. Also I misspoke, when effects are disabled the sprites appear normally, but when I enable the effect the sprites that are overlapping my fade gradient sprites (destination out) disappear completely.

  • So I have this character select screen that uses a gradient to fade out characters on the sides, with a set color effect to black out the locked characters. It worked just fine the last time I opened the project, but today I'm having this issue where the locked characters are cutting through the blend effect. It still displays properly in the editor viewport, but in preview and exports it looks like this:

    Was there a change to construct or Google Chrome that might explain this, and how can I get it functional again?

  • boo-yah. very nice, very nice.

  • Almost got somewhere, there's a split second at the beginning where I can open the top left menu but opening the addon manager doesn't work while it's red screen

  • I'm working on a plugin that's a modified version of the sprite object. However, I forgot my editor-scripts folder so when I installed the addon to test and restarted construct 3 I get a red screen with an error saying it can't find the editor-scripts files. But now I can't remove or update the plugin because it just hangs on the red screen. Just kinda bricked my construct installation but I'm not looking to completely uninstall and reinstall all of my plugins again. I'm fine with construct being bundled into chrome but I hate that I have no directory to access when things like this happen.

  • You can bundle all used addons with your project file - there is a checkbox in project properties.

    To install these addons permanently, you can rename C3P file to ZIP, extract files and the addons should be in Addons folder.

    Thank you!

  • I just got a new computer, but I don't want to hunt down all my my addons again. I found a few folders matching the application name on the c3 start shortcut but I can't find any local files for construct 3 to transfer over. Is there any way to do this or am I out of luck? Thanks!

  • I'm kind of stuck on a project currently. I need to use the antisuspend plugin to keep multiplayer from missing messages if the player is tabbed out (has been creating issues with my turn based game), but it requires worker mode and the newgrounds api plugin ports require worker mode disabled.

    So I'm trying to utilize the new Newgrounds.io javascript library, but as I'm not very skilled at javascript I'm not sure how to get going. After two hours of labor all I've managed to accomplish is getting it to open the log-in window. I'm now stuck on trying to set a global variable to the logged in user's name ><

    So I'm reaching out to any fellow Newgrounds developers: Have you begun using the new javascript library in your games? How are you doing it? If anyone has examples I can look at I would greatly appreciate it!

  • Bumping this because of further developments in NG.io!

    They've released a javascript library for accessing newgrounds.io. I'm assuming this means I could also just plop the code into construct via javascript but I'd much prefer a plugin! Hopefully this would make developing it way easier! I'll probably take another stab at using the plugin sdk eventually but I have too much on my plate at the moment.

    here's the new library:

    github.com/PsychoGoldfishNG/NewgroundsIO-JS

    kthxbyeee

  • Hiya, Newgrounds just released a new feature to their newgrounds.io api to include cloud saves. I'm kinda hoping someone here is already a plugin savvy Newgrounder and on top of it, but if nobody's working on anything and financial incentive is needed I can probably part with like $100 (don't hurt me I'm poor)

    There are a few Construct 3 NG.io plugins, which were ported from rex's C2 plugins:

    This one is for authentication, the other 2 plugins depend on it:

    construct.net/en/make-games/addons/335/newgrounds-authentication-port

    This one is for achievements, or "medals":

    construct.net/en/make-games/addons/349/newgrounds-medals-port

    This one is for scoreboards:

    construct.net/en/make-games/addons/348/newgrounds-scoreboard-port

    I don't know if you're able to just make a cloud module that's compatible with these, or if you'd have to make your own suite, but I'd like to make sure I don't lose access to any of the functions I already have.

    The Newgrounds.io api github:

    github.com/PsychoGoldfishNG/newgrounds.io-for-javascript-html5

    And finally here is the documentation for the new Cloud Save component (and Newgrounds.io in general):

    newgrounds.io/help/components

    I really would try to do it myself, but I couldn't even port an effect or make a simple plugin with the sdk, and I hardly think it's as easy as copying and pasting the NG.io api into it LOL

    If you want payment I can do paypal k thanks

    bonus: has anyone figured out how to play music from newgrounds URLs geometry dash-style? Got a bullet hell rhythm game in the works, was hoping I could let users add music from URL or local file. Couldn't get the playfromurl event to work, nor the custom audiofromurl plugin from here.

  • Hiya, working on a multiplayer platformer battle game adapted from the real-time multiplayer example. I've noticed that without local input prediction, there's a slight latency between the host and peers even when I'm testing locally and it reports 1 ping. This is lessened by turning on local input prediction, but then I seem to get inconsistencies with host-sided events like player knockback (using set x/y vector events). So while the peer will jump normally, when I have things like a hop after a goomba behaviour or a knockback effect the vector change is weak and seems to stutter as it tries to sync with the host.

    Is this because I have the collision/knockback events host sided? For the knockback, I change the peer deceleration while flashing so they fly further away. Is this not reflected in the peer's instance I suppose I could make this a shared common event, but where does it end? When goomba stomping another player, the peer has a weaker hop than they're supposed to, but if I started making all the collision events and stuff peer and host sided, wouldn't that just create more desync and open the door for cheating?

    Most of my multiplayer games are turn based or otherwise asynchronous, and I really want to get into real time multiplayer but I can't seem to keep latency down.