oosyrag's Forum Posts

  • Oops my mistake, I missed it. I guess when it didn't show right away and I scrubbed forward it skipped over it entirely since the video was so long.

  • It might be a good idea to include a preview of the final result at the beginning of your video, especially if the video is two hours long.

  • AFAIK unused layouts and event sheets are negligible in terms of download size, and since they aren't loaded they wouldn't have any cpu, gpu, or memory overhead for the end user. Unless you've got huge amounts of unused sprite objects/textures that you don't want accessible, then not much you can do besides set up a good file versioning system in your workflow.

    Basically even if had the option to choose not to export a specific layout, the assets of a project are global and would be included in the file size regardless of what layout they are used in.

  • That sounds like a parallax issue. Is your laser on the right layer?

  • Nono it's just I've had past experiences with scene graphs that got way out of hand and unmanageable, so I just don't like them myself. There are other softwares that do visual novels and branching dialogue much better than construct.

  • It would also be easier if you isolated the issue and had a layout that showed it or something, but oh well. I made a test layout and it works perfectly fine for me? I have no idea how to find where you were having issues with it.

    dropbox.com/s/ftxm621upms88ij/laserproblem.c3p

  • I imagined it, and gagged a little. I'm here almost specifically because Construct DOESN'T use a scene graph based system. It's pretty common in other engines though, and I understand how it can be more intuitive to other people. Maybe just learn and use another engine if your preference is that over the event sheet system.

  • Made a quick experiment with line of sight, might be useful for reference.

    dropbox.com/s/9axc8tp0jkmyi8x/accuratecollisiondetectionexample.c3p

    Still some bugs to work out, such as when the bullet hits a second object while still overlapping one that was hit before. The add obstacle action doesn't seem to care about picked instances.

    Edit: I'm logically stumped for now on how to fix the issue with multiple overlapped objects on collision and 'hitting' the wrong/previous object. Might be a hard limitation if you can't pick instances to interact with for line of sight.

  • With animation frames, you could

    Every x second

    For each dot

    Set animation frame to choose(0,1)

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  • Perhaps check the origin point of your laser. Without seeing your project and how it's set up it's just guesses.

  • We can cast rays with the line of sight behavior now, so you can cast a cone of rays out from the origin point, and get a higher resolution of impact coordinates.

    Alternatively you can pin invisible helper sprites to image points on your projectile as sensors and use those for collisions (disable the rest when one of them hits).

  • You'll want to familiarize yourself with the drawing canvas plugin.

    Keep track of where your mouse position is in a variable at the end of every tick, so you have the information of where the mouse was the last tick, and the current position of the mouse at any given tick. You can use that information to create a line between those two points.

  • Just keep adding whatever conditions to narrow it down.

    For each Sprite

    If row = ?

    If col = ?

    Is bool set

  • You'll need to show your events if you want help.