Salman_Shh's Forum Posts

  • Day 2

    I finished up the initial aspect of the AI system, making sure that the correct animation sprite is pinned correctly their parent "Mask" object that handles everything except animations. all the AI characters inherit their animations based on an event sheets that handle all the stuff all AI objects would need.

    the gif shows how it works correctly even with different AI objects. using families in C3 is hell of a lot better performance-wise so far compared to C2 especially with using "includes".

  • Day 1

    I've finished implementing most of the important features for the guns system as well as updated code for the controls so that aiming can be done via controllers & mouse as well as potentially any other input device if anyone ever needs to.

    also started on the early version of the debug mode, displaying system info.

  • I'm currently in the process of making a fully customisable Stealth/NoStealth platform shooter - without using any external effects/plugins. making it fully commented and Documented.

    it is built on top of this Platformer Template I previously made for C2 & C3, that template had the following that work;

    • Gamepad/Keyboard Controls
    • Function based input system
    • Juicy (Squash & Stretch | Angle Wiggle)
    • Toggle-able Abilities -Wall Sliding and Wall Jumping)
    • Organised and reuseable
    • Standard Smooth Camera
    • Easily adjustable variables & self-contained
    • USES NO 3rd PARTY PLUGINS/ADDONS

    with this project I intend include to the following types of features;

    (This will be updated as the project gets bigger.)

    Player Abilities

    • Wall Climbing
    • Ledge Grabs
    • Dashing
    • Grabbing & Throwing Items
    • Ladder Climbing

    Camera System

    • Camera Modes - Default Mode, Director Mode, Free Camera Mode
    • Director Object - Update the camera settings when player is overlapping
    • Camera Director Settings - Follows Player?, Lock X/Y, X & Y Speed, Camera Angle (+ speed), Zoom Scale (+ Speed),
    • Default Mode - Follows the player normally using default settings.
    • Free Camera Mode - This would be used to do extra things with the camera e.g cutscenes

    Gun System - Configuration

    • Weapon Name -able to give a weapon a unique name to use for other things.
    • is Automatic - if it is single shots or shoots repeatedly
    • Per Shot Interval -time between each shot allowed by the weapon.
    • Bullets per Shot - number of bullets spawned when player shoots e.g shotgun releasing 3 bullets
    • Bullet Spread - random angle amount added to the bullets. this will be used for scaling inaccuracy.
    • Bullet Type - what kind of predesigned bullet it spawns.
    • Ammo Capacity - How much ammo the weapon is holding.
    • Push Strength - Vector speed applied to AI/Player in the opposite direction of the gun, after shooting a bullet.

    Artificial Intelligence System

    • Friendly / Aggressive mode -
    • Pathfinding
    • Target chasing
    • Pick up and throw weapons/items
    • Adjustable Line of sight settings - these will be used to trigger AI actions.

    Debug System

    • Show Hitboxes
    • System Text Info
    • Player Text Info
    • Drag objects in debug view
    • Minimise and maximise debug windows
    • Drag Debug Text windows
    • AI State Indicators
    • AI visible view cones

    (will be updating the topic as with gifs)

    I'm interested in the uses other contruct users would have for it & what things that they'd like implemented that I could add into the project but this will depend on the support I receive.

    If you want to support the project, support me on patreon for as low as $1 & get access to other projects and get access to more projects

    https://www.patreon.com/SalmanShh

    You can also follow the project by following the post to get notified of updates.

  • bumping this, since it has likely been missed due to the new forums

  • I was wondering how there is no option to restrict the mouse in the construct 3 by now.

    there are multiple ways it could be used and is used in multiple other engines.

    currently the only way to NOT get accidental clicks on other windows is just by having a single screen & having the game in fullscreen.

    what is the reason behind why it hasn't been implemented in C3. for those unaware of how it could be used, try out this demo, even the slightest millisecond of lag is worth it in having this option.

    a 3rd party addon exists for Construct 2 , it would be great to even have the option to have this feature within the mouse plugin especially as a plugin doesn't exist for C3

  • since I'm currently working on a mobile game in C2 and then converting into a C3 project, due to the horror stories people have said about mobile dev with construct I tried to lower any use of things that could hinder performance. try to see what issues I would come across, these were my findings.

    my test device was a Galaxy Note 3

    • I was flabbergasted to see my game use 70-90% cpu usage on mobile when in comparison on my pc the same game would be using less than 20% consistently (using the android cordova export of C3).
    • phone would heat up considerably fast (3-4mins) compared to a game like Subway Surfers, even when the game is on idle too.
    • somehow didn't experience the heat issue when exporting the cordova project from C3 -> then exported as Canvas+ on cocoon.io. but exporting the same project from C2 then exported as a cordova project -> then exported as Canvas+ on cocoon.io gave be considerably worse performance (cpu usage reaching as high as 110%)

    the game looked like this, I was only using a 16x16 tiles (in tilemap) and assets

    its pretty disappointing tbh

  • tunepunk I 100% agree with what you are saying, you've said pretty much what I would said

    update: felt there were too many compromises made in the project, that it would be prove to be unreliable.

    this was recorded from just previewing the same project

    most of the slices in the cars end up being ordered on top of each other

    and then getting misplaced when the cars stop or start moving

  • vubidugil it would depend on what you are doing and how you are going to use it. I've already got an input system in the project that you can use to simulate movement, it would be a matter of changing the stuff in the "P_Movement" eventsheet and decoupling things related to the platformer behaviour to your own.

  • forgot to say that the project uses no 3rd party plugins! updated the description to reflect that info!

  • I'm available once again.

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  • made a platformer template project, containing all the features I typically add whenever I make platformer that feels nice to play

    https://www.scirra.com/forum/i-made-platformer-template-so-you-don-t-have-to_p1174460?#p1174460

    thought it would useful

  • - Base Juicy Platformer Template -

    has the following features;

    • Gamepad/Keyboard Controls
    • Function based input system
    • Juicy (Squash & Stretch | Angle Wiggle)
    • Animation Setting
    • Toggle-able Abilities (WallSliding/ Wall Jumping)
    • Organised and reuseable
    • Commented & organised neatly
    • Standard Smooth Camera
    • Easy adjustable variables & self-contained
    • converts easily to a Construct 3 project
    • USES NO 3rd PARTY PLUGINS/ADDONS

    - Download Links -

    C2- https://cdn.discordapp.com/attachments/443505039340732428/443505207310024723/Juicy_Platformer_Template.capx

    C3 -https://cdn.discordapp.com/attachments/443505039340732428/443506768564453388/JuicyPlatformerTemplate.c3p

    created it due to always having to recreate all these same things for every platformer project I start, thought others would enjoy it or need it as well + for others to learn from it.

    I don't know if this it is the appropriate place to post it in General but believed that it would be the best place for most to find it.

    I also previously released an older platformer template that had more features such as a debug view, dashing, ledge grab and a camera director system(https://www.scirra.com/forum/viewtopic.php?f=148&t=192321&p=1125681#p1125681) which was organised differently.

    originally made it for my patreon supported but felt that it was more useful for others in the forum to take advantage of it.

    https://www.patreon.com/SalmanShh

  • Very nice, is cool when someone does some extensive stuff. But you should try it on with some default template or something similar for benchmark. Clearly that default fake3d is very strangely optimized.

    I changed that fake3d and got some results to.

    Default fake3D

    My own: had solid and car enabled.

    Test1 Behaviors enabled

    My own: solid and car disabled.

    Test2 Behaviors disabled

    When rotating that 1000 cars fps drops 15-25

    I did this on Construct 3

    HOLY MOLY! dude do you have some crazy rig running all that! I wasn't able to run that well in C3 and C2 with my ok rig!

    matpow2 I hope to do something with the fake 3d aspect with a game that has nothing to do with cars haha, hope to show something of it when I finish some small projects or get an interested publisher on board that can help fund development of it.

  • being the person behind the "Fake 3D" project that was shown in the thread, the biggest bottleneck was the "For Each" loop in the project, with the bottleneck I wasn't able to "render" more cars on screen without the performance being visibly effected.

    The Chowdren build of the "Fake 3D" project, I was able to experience 4.6+ times better performance over the normal C2 build in Google Chrome /NW.JS . I imagine that other projects would get even better results since they're likely not to be heavily using the "For Each" loop and updating hundreds of sprites on screen.

    Would definitely recommend Chowdren to anyone thinking of using it to port their game to other platforms, heck even on PC for that matter.