oosyrag's Forum Posts

  • Just a shot in the dark, but would an event based toggle for visibility based on distance be applicable?

    On the horizontal plane at least. Vertical shouldn't be too difficult either.

  • Similarly, you can also use an invisible helper object as a "start point" and move your persisted object to that on start of layout. This night be more flexible if your start point isn't always exactly the same spot.

  • + System: On load complete

    -> System: Add 1 to Variable

  • The thing with procedural generation is that it's 90% defined for the specific application it is going to be used for. There's no way to tell you how to do it a certain way to make it turn out like how you want it to turn out, without you describing in detail how you want it to turn out.

    Have you looked the advanced random tutorial?

    construct.net/en/tutorials/getting-started-advanced-30

    See the pictures of noise? Procedural generation is taking those, and defining what you want the black and white parts to be. The difference between the first picture which is pure randomness/noise, and the second perlin noise (what is normally used as a basis for many procedural algorithms), is that each location in a perlin noise map takes into account it's neighbors, sot that it will not jump from 0 (white) to 1 (black) abruptly. Different types of noise will give you different patterns

    For example, you could take perlin noise, and decide that any x/y coordinate that has a value of >0.6 is water. So all the dark splotches are now water. You then layer other noise definitions on top of that. For example, after you decide what is water and land, you could say that if any location is land, check the same location on a random noise map and if it is 1, then that's a tree.

    The other key about procedural generation is that the "random" values will be the same every time with any given input (usually x/y coordinate values, for a top down map), as long as you keep the same seed. But the values will change if you change the seed. So you could use perlin noise for terrain elevation, and then use another perlin noise with a different seed to stack different features, like resources, weather, trees, ect.

    The very basic principle is that the advanced random noise function will give you a value from 0-1 for every x and y (possibly z as well, if you want) value input, and nearby values will not differ too much from each other. It is up to you to decide what that 0-1 value means in any given situation.

  • Got any parallax layers?

    Describe the scrolling. Is it offset by a set amount, small, large? Does it move when you move the character? At the same rate, or different?

    Any other objects with the scroll to behavior enabled?

  • Not sure what's going on, but you usually don't want to mix physics with other movement behaviors, including platform and solid. Either make your whole project with physics (use immovable physics objects instead of solid objects), or not at all.

  • Have you tried opening in an earlier version?

    Consider not running beta builds for production.

  • Use a variable or array to keep track of previous answers. On answer, set variable to a or b.

    When displaying question 2, if variable is a, show question 2a. If variable is b, show question 2b. A similar idea can be applied to different answer choices as well.

  • Hi everyone,

    For those who know a bit Construct 3, I was wondering what you think about using it for a bullet hell game (with tons of sprites on the screen, and collision management) regarding the performance.

    I'm using Construct for more than a decade so I know very well (I think) the software.

    Since C3 automatically do a ton of basic things, I'm thinking (and I may be wrong) that it's using average optimisation for components so it can be useable for many different purposes. So that C3 is not the most optimized engine you can have for a specific kind of game.

    I was surprised to read that Vampire Survivors was made with Phaser, the game doesn't lag for me and I've never seen that much sprites exploding on screen in a game. So I figured that now JS/HTML5 and nowadays computers can manage this kind of sprite explosion hell game.

    But would C3 do ? Back in the days I did some test on C2 and it wasn't very good, even with me trying to optimize (disabling collisions and stuff like that). But these were old computers, old browsers and things may have changed. Also C2 is not C3.

    Is there a reason to think that today Construct 3 wouldn't be as optimised than a hand coded thing ? Or at least that kind of game is more difficult to optimize with C3 ? Should a pro better go Phaser instead ?

    Personnaly, I think I've made my choice and will use C3 for my game (I'm not a profesionnal), but I'm quite curious about the answer to that question.

    Thanks for any info about that.

    Vampire survivors doesn't lag? You must have a great machine. My fps drops to 5 in the last minute before the reapers.

  • I wouldn't normally recommend simulating a mouse with a gamepad, it is very clunky for the user. A more common gamepad system will snap to points of interest, like menu buttons or interactable objects.

    Otherwise if you insist, you'll just want to have an intermediate variable store the position of the simulated pointer. If using mouse/keyboard, set those variables to mouse.x, mouse.y, and set the pointer position to the variables. If using a gamepad, adjust the variable accordingly depending on the input.

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  • What Everade said, there is definitely physics included, or you can create events to achieve the desired movement.

    Alternatively, use the bullet behavior with gravity on and bounce off solids enabled (recommend fade behavaior as well). Spawn these "bullets" with a random angle and speed within a range you define.

    I'd definitely recommend doing it this way instead of the physics behavior. I don't think the physics behavior is necessary for what you're trying to achieve, it is also much harder to use.

  • Did you set the purpose?

    construct.net/en/make-games/manuals/construct-3/tips-and-guides/icons-splash

    There are further device specific options in your export wrapper.

  • Some specific Construct limitations off the top of my head, there are probably more.

    No running when window is not focused.

    No FPS rate limiting controls.

    Certain things will run more efficiently/faster with pure JS, vs behaviors. The normal user is unlikely to run into this as a problem, until really pushing the limits of what a device can do. But then you can just use JS, so it's not really a limitation.

    Various issues with using HTML form elements, which float over the canvas.

    Jankiness with high cpu use (on certain platforms?), even if FPS is high. (This one is being actively looked into AFAIK and should be fixed, more of a bug than a limitation)

    I mean to be honest making a mining node that spawns a mineral and throws it in the air and then collides on floor

    This doesn't have anything to do with an engine limitation.

  • Or just add a TURN server.