Fib's Recent Forum Activity

  • I assume it will work just like publishing to Steam. You export your construct 2/3 project to NW.js then you upload those NW.js files through whatever process that Epic creates.

    But the language in the blog post is a little confusing "...and the first releases span Unreal, Unity and internal engines". I would find it very odd if they ONLY accepted Unreal & Unity games. And how would they differentiate an "internal engine"?

  • edit: added the image at the bottom to show exactly what I mean

    TL;DR: Can the C3 manual page for the bullet behavior please be updated to note that the "AngleOfMotion" property is automatically wrapped between -180 to 180?

    I was trying to figure out if a bullet was travelling left or right based on the angle of motion property so I could mirror the sprite appropriately. But I was getting some weird results because I incorrectly thought the engine was wrapping the angle between 0 and 360.

    It took about an hour to figure it out because the manual page for the bullet behavior does not mention this. This seems to work differently than the common "Angle" property because the editor wraps that property between 0 and 360.

    I think it would be very helpful to all construct creators if the manual page for the bullet behavior was updated to note that the "AngleOfMotion" property is automatically wrapped between -180 to 180.

    Here's the current manual page for bullet for reference:

    https://www.construct.net/en/make-games/manuals/construct-3/behavior-reference/bullet

    Thanks!

  • Here's another one to add to the steam list.

    Whitevale Defender

    https://store.steampowered.com/app/841320/Whitevale_Defender/

  • Steam page:

    https://store.steampowered.com/app/841320/Whitevale_Defender/

    The war machines are approaching. Help King Theodore save the city of Whitevale from the evil King Balmek. Place your defenses perfectly along multiple criss crossing paths to prevent the war machines from reaching your Castle in this retro strategy defense game.

    A classic tower defense game that is simple to learn but challenging. It's a game you can keep playing to unlock new towers and tools that will get you closer to the boss each play through. The game gives you a small amount of money each wave, but to beat the game you will need manage your money flow. There are several nuances to the strategy for you to uncover as you play. If you love classic tower defenses or strategy games in general, this game is for you.

  • This thread is a life saver! I'm publishing my game to steam in 2.5 weeks and there are some things stated here I had no idea about! Like I had no clue you could access the chromium dev tools within my game.

    Thank you so much!

    Any word on the time frame the public beta will be released today? I figured since it's about 3pm in London right now that C3 would have already gone live.

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  • Hi Lightside,

    It's really hard to debug performance without having the actual events.

    But you should read the official "performance tips" section in the C2 manual if you haven't already. I hope that helps.

    Performance tips - Manual

    https://www.scirra.com/manual/134/performance-tips

  • Hello Milanbaudelaire,

    As with all game development, there are multiple ways to accomplish what you're asking for.

    First off, what kind of input are you going to use? Keyboard? Mouse? Touch?

  • Hello Rudi55,

    I believe you can extend the layout width to accomplish what you need.

    1) Set the layout width in the editor to what you need (ignoring the fact that it extends to the right).

    2) Place the building objects & the player where you need them to be in the editor.

    3) In the event sheet, under the "On start of layout" event, use the "System --> Scroll to object" behavior, setting the object as the player.

    The scroll to object behavior will then move the "camera view" to the player on the right side of the layout while keeping the buildings to the left of the layout.

    I hope this helps you.

  • Thanks for the reply Aphrodite,

    I will just not worry about it until I detect performance issues.

  • In regards to setting up a collision polygon, does the engine always use polygon/polygon collision checks? Does the engine optimize the collision algorithm if both objects have perfect rectangles for collision shape (i.e. 4 points perfectly rectangular)?

    Also will there ever be support for circle/circle or circle/rectangle collision support?

    The reason why i ask is because I know that doing rectangle and circle collision checks are much simpler computationally than polygon collision checks. So I'm wondering if I can optimize my game by using only rectangles for colllision, or is that just wasting time?

    Thanks!

  • This will be extremely helpful to me. Thanks!

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Fib

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