oosyrag's Forum Posts

  • construct.net/en/tutorials/collaborate-construct-2390

    Alternatively working on the project file one at a time isn't bad at all, especially since there are many tasks outside of event programming in particular involved in making a game like asset creation, or just design in general.

  • What is displayed in the video is exactly what you described in 1. They're called metaballs if you want to search and learn more about them. You'll just need to experiment with the parameters until you get the effect you are aiming for.

    To combine different colors, simply use different colors for the base circle object.

    Alternatively you can use liquidfunjs, but you'll probably run into the same issues if you don't learn how it works. Basically you should be able do what is shown in the video with the built in physics as well. colludium.itch.io/liquidfun-for-construct-3

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Correct, it's a conditional expression.

    If?then:else

  • I do not have an example, nor do I have any idea how you're handling the water. Whatever condition/action you are using to add water, you can add to an instance variable at the same time.

  • Use an instance variable to keep track of the water level as a value.

    Compare instance variable.

  • There are a few things that could cause an export to break. Are you loading any images from url on the following layout? Could be a cors issue. Have you tried different browsers? Do you use any plugins?

    Like eren said, the dev console can tell you more. (Shift-ctrl-j in chrome)

  • playfuljs.com/a-first-person-engine-in-265-lines

    My understanding is that the original Doom was still pretty much a 2d game. Neither z elevation or the 3d object are necessary. If you are able to follow the above in Construct you should end up with a pretty good idea on how to customize and add to it for your own purposes as well.

  • You do not have permission to view this post

  • 21:9 is likely the widest aspect ratio you will encounter (minus any multi monitor shenanigans) while 4:3 is the squarest.

    To deal with it, you can either use scale outer by setting your viewport to a 4:3 resolution, and design with the consideration that up to 1.75 times that width might be viewable to any given user, or you can use scale inner by setting your viewport to a 21:9 ratio and design with the consideration that a user might have 25% of each side of the screen cut off.

  • This event is not likely to cause any problems. It is probably something on the next layout you are going to.

  • OK, so two things.

    Regarding the angle of motion to start - if your bullet speed is 0, it does not have an angle of motion, and then it defaults to -180 for some reason (left). If you set the speed by default to some small number like 0.1, it will be able to set the motion properly to 270 (up), but also immediately go back to 0 speed due to event 2. Then when you start moving again the correct angle of motion is already set.

    Second regarding the rotation speed, perhaps your original device was running at 30 fps to follow the road with /200, so the correct dt value would actually be /(dt*6000) instead. On both my computer (60fps) and phone (90fps) it now follows the road.

    However do note that this method of turning in general is subject to minor imprecision due to rounding errors and fps variations. You won't get the same exact result every time, but it should be enough to follow the road.

    dropbox.com/s/ngdd3lb57x8mgg2/CarTurning-updated.c3p

  • I found an older example I made.

    dropbox.com/s/3gtnd67ty83v9et/ConstrainToViewportEdge.capx

  • Yes, the engine will try to run at your monitor/system's refresh rate.

    Regarding your problem, it's not clear what your exact issue is from the information you have given. If you could create a minimal example project and upload that it would be much simpler to help you.

  • Well dt is the time between frames, so assuming you're getting 60 frames per second, dt*60 would equal 1, so dt*60*200 should equal 200, giving you the same result. What framerates are you normally getting on your devices?

    Edit: bullet.speed/(dt*12000) would make a difference

  • I scanned through my c3 library and didn't find an example for it, I may have made it in C2.

    Check out howtoconstructdemos.com/category/virtual-joystick , there are a few implementations there. See if you can adapt the way the virtual joystick is displayed to your sprite, it should be similar.