I realize this is a super old post, but in case anyone else comes across it with the same question you need to set 'Set Angle' to 'No' in the 8 direction behavior options.
Hey all, I'm currently poking around Construct 3 trying to learn more things and I can't wrap my head around how you would make a world map. I am not talking about a minimap that shows up on the HUD, but rather a pause screen map that shows where the character is in the world regardless of the active layout. Examples being the overworld map in Zelda or Metroidvania maps:
Sorry for the delayed reply, thanks so much for the help though — After doing more digging on waypoints, as you mentioned, this makes a lot more sense now.
I love Construct 3! I too have zero programming experience and started by toying around with Unreal's blueprints and bought various visual scripting tools for Unity, both have fairly steep learning curves and I struggled with both engines for months. I also played around with Stencyl for a bit and it too was less intuitive in my opinion.
I would strongly recommend Construct 3 for at least getting started. I learned the basics in about a week and then began participating in game jams to learn more and get faster, it's a fantastic engine.
Hey all, I recently came across this video which is pretty old but was made in Construct 2:
youtube.com/watch
Any ideas as to how to handle when the birds go diagonal? Flapping straight up I get, but there seem to be levels that twist diagonally and I'm not sure how to pull that off. Thanks!
I did not realize that about the touch event, thank you so so much, that's crazy helpful!
I also did not realize I was in the Construct 2 forum, so sorry about that. Thanks for letting me know.
Again, thanks so much for taking the time!
Hey all,
I am currently playing with making a mobile auto-runner. The expected behavior, using touch, is that the character automatically runs, turns when colliding with a wall, slides down walls when in contact, and can wall jump when in contact with a wall.
All of this works except you have to spam tap to get wall jumping to work most of the time. Even when slowing down the taps, it usually takes at least 2 taps to get the character to wall jump. I've tried a few different ways with no luck, I would love some help.
Here is a link to the project I am working with: drive.google.com/file/d/1XEHfDKRPj8zLX8xtUHkTqcqnS8LDDdqW/view
Thanks!
—, ah! Thanks again for all the help. Super dumb mistake ... but a great learning experience :)
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—, I really do appreciate all the help :) I did go through the LOS documentation in that manual, I was just curious if there was a more in-depth wiki. Here is a link to the basic C3 file for anyone that wants to give it a shot -> https://drive.google.com/file/d/1-886aJfW8agGCES3PPQKibmWElprUeB6/view?usp=sharing
Thanks —, I couldn't get that to work either :/ Is there any in-depth documentation for Construct behaviors living anywhere? I can't help but to think either i'm missing the point of how to use line of sight, or there are issues with implementing the behavior in Construct 3.
newt thanks but I'm not sure I understand what you are suggesting. The issue is that the animation is flashing between run and idle with both of the examples above, not starting over every tick. What is your suggestion for fixing this issue?
blackhornet thanks for the suggestion, below is the updated event, though the same flickering is happening in the run animation :/ I've also tried this on a fresh project with the same results.
Thanks for the reply —, that can't be the case though. This is the first enemy I am setting up and the snippet I pasted is the only event I have implemented for enemies at the moment. Everything works fine until I add the 'does not have line of sight' condition, then it begins flickering on 'run'.
Thanks, that's what I was originally doing but it wasn't throwing my character horizontally. The solution that I found was that I had to increase the player's speed while in the air when pushing off of a wall. Thanks for the response!
Hey all, hopefully this is an easy fix but it's driving me crazy. I'm working on more complete enemy AI where the enemy follows the player when within the line of sight. Below is an abbreviated screenshot of where I am starting, but on the run animation the enemy flickers back and forth between 'run' and 'idle'. In the debug layout it is also showing that when line of sight is active the state is flickering back and forth, so I know it isn't any sort of issue with animations. I have referenced a handful of tutorials but this doesn't seem to be happening for them as I follow along. Thanks for the help in advance!