LukeW's Forum Posts

  • As a teacher, I'm currently in the process of coming up with online modules that students can do from home due to the current issue with covid-19. I received an email from Yoyo games a few days ago that stated that each of my educational licenses will now support 5 seats while home isolation is a thing around the world. However, GMS is not something I would teach remotely as there's so many things that students struggle with when learning it for the first time.

    On the other hand, I feel that C3 would be much more suited to teaching through an online module as there's less of an initial learning curve as behaviours help students get started a lot easier and the interface is less confusing for students. However, I only have enough licenses to run seat rotations, and don't have the budget to purchase a license for each student.

    I was wondering if there's been any talk of Construct matching Yoyo's offer to increase the seat quotas for a time period?

    Cheers

  • LukeW , thanks I'm gonna try it out :))

    Sounds good. With the ground, I added a semi transparent section to the bottom of the sand and rocks (50% opacity brush from memory) so that it looks more like they are disappearing into the water. Otherwise it looks like the land and water are too separate.

  • > Think this might work (using the water effect on a separate layer)

    >

    >

    Wait, is there a plugin or a behavior to achieve that moving water effect?

    It's just the water effect. You can access them in the properties bar.

    Also added a sine behaviour on the opacity to get that fade in/out effect.

  • Think this might work (using the water effect on a separate layer)

  • As below. It's a combination of large tiles and sprites for certain interactive parts. Really scratching my head about how to give the water a bit of life, as right now it's completely static.

    Things like the rocks will be separate sprites, so I can animate them no worries, but the tiles are another matter. Suppose I could create an animated sprite of the water edge an overlay it on the image, but I feel like that's not ideal.

    Any suggestions?

  • Ah I see, the more you zoom in the more specific it will go. Just zoom out...

    Just tried that. While it works to a degree, you have to be zoomed out a fair way just to get close to a whole number. Found it even trickier, though that might be on account of my terrible eyesight.

    Cheers

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  • yeah, just did that. Was hoping there was already something out.

  • imgur.com/a/YOEjNN3

    Can not for the life of me find an option that stops this from happening.

  • oops, meant to post this in the C3 forum.

  • Kind of a pet peeve of mine is dragging collision boxes around in the animation editor with the mouse and having it move in a decimal fraction, making it difficult to line up evenly with the other collision points.

    Is there a way to drag the collision points around with the mouse and have them snap to whole numbers?

  • Kind of a pet peeve of mine is dragging collision boxes around in the animation editor with the mouse and having it move in a decimal fraction, making it difficult to line up evenly with the other collision points.

    Is there a way to drag the collision points around with the mouse and have them snap to whole numbers?

  • If I were to describe it to students, I'd say something like this.

    In my game, spacebar shoots a gun. But there are different gun types.

    Because I only want 1 event to listen for the spacebar being pressed, I'm then going to use sub-events to check what weapon is active.

    so, something like this...

    key pressed - space:

    if gunType == 0

    shoot pistol

    else if gunType == 1

    shoot shotgun

    else

    shoot rocket

  • LukeW

    I play the game, love the art, gameplay, performance, Love it!

    Question 3: What is the full-screen mode you use? Is this game suitable for all screen sizes and ratios? If so, how did you do it?

    Thanks

    Cheers

    I'm using scale outer for fullscreen. Seems to work best on the most types of devices. Just had to make test it on a bunch of different screen ratios to make sure things looked okay. I had to borrow a few different devices like ipads and iphoneX's to test on those weird screen sizes too.

  • I had users request gamepad support. Apparently some people play mobile games with controllers.

    I'm going to upload a build on Monday that *hopefully* addresses this issue. I still can't work out why this only happens on iphone though.

  • Are you sure the collision polygon for your buttons is wide enough ?

    At times, a smaller collision polygon may give the impression touch is not recognized, when in fact it is the actual colliding surface which is so small that it makes it hard to properly click as intended.

    The collision box is larger than the button. Pretty sure it's not this, as a lot of the reviews I've had state that the controls feel unusually good for a mobile game, and I spent a lot of time refining collision placement. Plus this can't be replicated on Android.

    As I use 'is touching' a swipe of the finger onto the button triggers that action, so a user can control the player by moving their finger on and off the button without removing their finger from the screen. When this touch is missed, that no longer happens for the duration that that specific finger is in touch. It's like the device doesn't recognize there's a finger on screen for anything. If I put another finger on the screen, while the other one is still touching, it recognises that second touch and acts like expected, but still ignores the first. I'll need to do some more testing, but from what I can tell, spamming taps seems to be what triggers it.

    It's definitely only happening on iPhone, but it's starting to hurt my overall ratings.

    Here's an example of how I'm registering user input