brainwavecreations's Recent Forum Activity

  • That last post reads like something out of a Clive Barker novel, but not as well written :)

  • You got it, this was an easy one. Enjoy your weekend :)

  • > bigcatrik

    > YES!! That's exactly what I've been trying to do and your code is so simple. I actually understand it.

    > Thank you sooooo much!

    No problem. I made a 5-level "Doom clone" last Fall with C3 using only the free version's 50 events so I had to keep everything as streamlined as possible.

    Ooh, I just got over 1,000 plays in the Construct Arcade!

    https://www.construct.net/en/free-online-games/vault-peril-32857/play

    Wow, that's awesome! Great job bigcatrik :)

    Using the free version and everything. It's so interesting to see how people tackle different things. I checked out your example, and was surprised to see just a couple lines in the Event Sheet, and some behaviors on objects.

    I tend to overcomplicate things, while working with certain things development wise. I do my best to follow the KISS principle. Keep It Simple, Stupid. Or what I like to say, "Keep It Stupid Simple". It's getting easier the more hours I spend with Construct, and other engines/applications. As it goes with anything in life.

    About 6 months of putting most of my time into creating different things with Construct, and a couple others. But, mostly Construct 3. When I was a teenager it was all I would do. Wish I had stuck with it, as that was almost half my lifetime ago now XD

    The more you learn the more you know. That's why I love communities like this one, where everyone learns from each other. I help where I can, and some day I hope to be proficient enough to pull something like that off haha.

    I too appreciate your share, both the example and the Doom clone. Take it easy, and I hope you all have a great weekend.

    Best of luck, dazedangels

  • No worries :)

    It's a very complex thing to figure out and grasp, and I'm certainly not there yet. I'm just beginning to feel like I'm somewhat proficient with 2D Design/Development in Construct. But, I'm my own worst critic.

    I study 3D on the side, but using other engines designed for it. Doing what I can to grasp trig, and visualize the way three dimensional math actually works. Slowly picking up C# again, after many years of not doing anything with it.

    I hope you can find what you are looking for.

    Best of luck! Take Care ✌️

  • Have you happened to check out FoozleCC on YouTube. Here is a link to a search on his channel for the term "3D": https://www.youtube.com/c/FoozleCC/search?query=3d

    He has a bunch of examples in his videos there. It's pretty complex math to get 3D cameras working in the way you'd like. I would definitely recommend watching through his videos on the new 3D Camera features though.

    No doubt some of the things to do with 3D will have changed since some of the videos, but can be adapted to the latest version of Construct 3 easily enough.

    EDIT: dazedangels - I completely spaced out, and forgot to mention the resource here as well: https://gamemath.com . It was recommended to me by Ashley, a while back. It is the same resource that he used while developing some of the parts of Construct. The old thread is here: https://www.construct.net/en/forum/construct-3/general-discussion-7/good-book-trigonometry-168950

    Anyways, I've been referring to it ever since then, and it's come in handy quite a few times. Between that and searching online for different formulas for working in three dimensional space.

  • I did a quick debug, and noticed that the Spikes were still counting up, as they passed the bottom of the layout. Just add the simple Action Conditions & Event in the screenshot below. And, it will destroy each Spike as it leaves the bottom of the Layout :). That way you don't have a bunch of spikes building up while the game is running.

  • The example shared works fine. To destroy the spikes, you could do something like, "System Compare two Variables: Spike.Y > Greater than LayoutHeight" then "Destroy Spike"

    Or simply, something like "Spike on collision with Bottom > Destroy Spike". If you don't mind them being destroyed on contact with the Bottom Sprite Object.

    Might be cool to set the Vector Y to 0 on collision with Bottom, then System Wait for a bit, then destroy the Spike. So they stick into the Bottom for a bit, then get destroyed, fade out or whatever you want to do.

    Just so you don't have a build up of spikes existing below the layout.

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  • Sorry for the double post. So basically, I'm checking to make sure that the Player is not in a conflicting State/Animation. This will prevent the animation from ever playing, if it's not properly checked like this or other way.

    For my Walking animations, I have a bunch of possible conflicting states which are checked with an inverted condition to make sure the Player is not in those States.

    It can get a bit messy doing things this way after a while. There are other ways, like separating things into different Groups. Then Disable the Group with a conflicting State/Animation/Function, then Activate the Group with the conflicting states once the animation and events have taken place.

    I use that method for a Jetpack powerup in my project which uses the same controls as the main player controls. I have them all on a separate event sheet, then disable the main player controls group on its event sheet which has all it's sub-groups for various states and their controls. I basically copied everything to a separate event sheet, and modified the states and animations to be using a Jetpack on his back. Then switch the main control group to disabled while the Jetpack power-up is active, then set it back to active afterward.

    Not sure if that makes sense. But, I definitely recommend watching a ton of video tutorials. Create various types of games. Read through the documentation at least once. I read through it twice, and still reference it all the time while I'm working. Over time, you will expand your knowledge more and more. I'm constantly learning new things, while also referencing other systems I've already created.

  • brainwavecreations How would I go about doing so?

    I would definitely study up on creating a State Machine/System for your game. FoozleCC on YouTube, does a great job with his video here: https://www.youtube.com/watch?v=n7MaVJy76Gw

    I followed his video a while back, and the state machine in my game is now heavily modified, and expanded. The enemies have their own state setups as well. Below is how I do my two of my attacks.

    Then, I basically check to see if certain enemies are overlapping that hitbox. If they are, I put them into their "Hurt" State, which plays the appropriate animation, knocks them back, and takes off a set amount of health through a Function. Functions will make your life easier as well once you begin learning and using them.

    The Player has more attacks, but these two use an animation and a spawned hitbox at a certain animation frame. You can see, how I'm making sure that the Player is not in certain States while attacking. It works the same way for animations, but you would check to make sure the animation is not playing. By, Inverting the condition for "Is Animation Playing", like I do for my State Variable checks here.

    There is also a separate hitbox for the enemies(for some of their attacks), and run checks to if it overlaps the player in certain States. Done in a similar way to the screen grab below. Spawning on a particular frame of their attacking states/animations, then destroying it after a short while. There are many paths to achieve the same end result. The more hours and practice you put in, the easier all of this becomes.

  • Meh, depends on the exact usecase. Tweens work perfectly fine and in the end also run on the same math essentially. It can be useful to understand the math behind, but not required.

    I have to agree with you on this one. I've been making more and more use of tweens for various animations, special effects, etc.

    It all achieves the same result, but tweens can get you there at a faster. Nothing wrong with that, and also having an understanding what is going on behind the scenes. Even if it is only a basic understanding.

  • Super helpful share, WackyToaster. Thank you :)

    I'm not working on anything 3D as of yet, but I love seeing different examples of it being put to use in Construct 3. While I normally just dive in and learn through trial & error, and use of Documentation. It is always helpful learning from examples such as this one as well.

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brainwavecreations

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