Reflextions's Forum Posts

  • > You can diff the JSON files for the event sheets. I realize it might not be too easy to read but it will show things like where additions, changes and removals have been made.

    https://winmerge.org/ is perfect for this - works with entire directories. Windows only though.

    This is what I've been doing but yeah parsing through the JSON structure is not super feasible. I don't see the point of winmerge entirely when we have github desktop which is overall cleaner.

    Specifically what I think we need is a split view like desktop has but using event sheets themselves, not the JSONs. Might require a of work but make source control a lot more feasible.

    But integrating C3 into git itself may be a bit of a challenge. Even for solo developers a source control page could be really helpful to make sure there's no unintended changes.

  • Something that would go a really long way for this would be event sheet based diff (difference) views. Either in C3 or an external editor, right now I guess you could pull up both projects but that's really difficult to tell what's what.

  • Hey all, I've open sourced the game if you'd like to take a look at the 10yr old code base O_O or contribute: github.com/ReflextionsDev/RTR

  • Congrats on releasing your first game to Steam! When you know that 90% of people who start solo game dev don't make it to the end, that's is an achievement itself :)

    I actually had one listed before but sold it off, is an an achievement getting through the Steam pipeline though lol, thanks!

  • I've released an old game of mine for free online! It's like super hexagon meets flappy bird.

    https://reflextions.itch.io/protoshift

    https://www.construct.net/en/free-online-games/protoshift-41700/play

  • I just published a little side project I've been building over the last two weeks! Check it out and lemme know what you think.

    A little background on this project: Built this in ~65 hours total, was sort of a creative break and a personal challenge to release something because I haven't in years. It's an action rogue-lite inspired by Vampire Survivors.

    Itch.io

    Construct Arcade

  • Bump, seems pretty essential for 3D camera.

  • Might be better if you have a live demo as well, check out netifly

  • You can add "For each" in a sub-event, just for logging. It won't change the logic.

    I think the problem was I was trying to see specifically what was selected without using for each. But in hindsight I'm not sure why I couldn't separate that with subevents.... I'll keep that in mind next time, ty!

  • The built in behavior doesn't support angles. I have an enemy type that crawls on ceilings so I'd like an upside down version. Anyone done this before?

    Maybe it'd be easier with custom movement? Is it possible to access the built in behavior? Maybe I could build a plugin for it...

    For reference: https://www.construct.net/en/make-games/manuals/construct-3/behavior-reference/jump-thru

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  • Is there a way to log all selected instances? Would be really helpful for debugging. Something like obj.picked which would return an array of the UIDs of picked objects. Currently we have pickedCount which is helpful but feels incomplete.

    And I mean without using foreach, because that changes the logic.

  • Thanks for the suggestions, but I've already found a work around. I mostly just made this post for discussion cause I found it unexpected.

    Also this isn't specifically for families, that was bad labeling on my part. It's any instance.

  • I'm necroing this thread cause it's locked: https://www.construct.net/en/forum/construct-3/how-do-i-8/two-objects-pathfinding-not-138879

    If you add a pathfinding / Los obstacle to a specific instance of a family, that obstacle will be added to all members of the family. So it's not possible to have the same LoS behavior have different obstacles among instances.

    This is annoying because I want certain objects under a family to have different obstacles. (e.g. crawling enemies can't go up stairs).

    A work around is to have a second LoS behavior which you only call after checking the family LoS, if enabled for that type. I get the performance, but this does feel like a bug. You wouldn't need different maps for every objects, just every variation of obstacles.

    Just an FYI. So stuff like this would actually apply to all NPCs, breaking their LoS behaviors.

  • If you go to reply to an old topic, the forum allows you to and only after you press reply does it tell you cannot reply. Irritating to draft up a response and then be told that you cannot reply after.

    Also this rule is generally pretty annoying and arbitrary, because it just leads to users having to link old posts and people going there to get up to date on the information, but that's just more of a personal opinion.

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