Fib's Recent Forum Activity

  • I hope so. That would be pretty sweet. Also the ability to animate mesh points.

  • fib.itch.io/monster-dungeon

    It's a 2D traditional platformer that's 2 player local co-op. Just escape from the dungeon. Find the key & get to the door.

    My daughter is 6yo and she said she wanted to make a game. So she started drawing in crayon some levels, characters, and monsters. I thought that was super cool so I made her artwork into a real game for us to play together. I also consulted her on most of the mechanics too.

    It works with 1 or 2 players on keyboard, but also works with 2 gamepads. I highly recommend playing with gamepads.

  • Just curious how the Wait system action is implemented. I want to do something similar in a C game engine cause it's so useful. Does it use the browser API setTimeout? ES6 coroutines? Or is it implemented in some other way.

  • miguedog in C3, pay attention to the tag you set on the Ajax action. In the last screenshot of C3 you posted you used tag "Test". But in the On Complete condition you were checking for tag "test". I believe the tag system is case sensitive.

  • Store the IID in a variable, named something selectedIID. Then create an event with 1 condition System->Pick by comparison. Then select the object you want picked, the expression is object.IID where object is the object you want picked, comparison is not equal to, value is the variable selectedIID.

    So you're basically saying pick all instances of the object where the IID is NOT equal to the selectedIID variable.

  • Ive done it before in a published game without an issue. But if you're worried about it just set it back to 0 once it reaches some threshold. I assume C3 uses javascript Numbers which can represent numbers up to about 9 quadrillion. Just look up Number.MAX_SAFE_INTEGER in javascript for the exact number.

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  • Do not upload a Scirra Arcade export to itch.io, it will inevitably result in issues. I've uploaded 10+ C2 & C3 games to itch.io and have never had an issue unless there was a bug in one of the plugins.

    Export your project as regular HTML.

    Make sure you have your itch.io project setup properly:

    if it still doesn't work there is one potential issue that caught me off guard recently. The latest stable of C3 removed support for the legacy javascript module loading or whatever. So if you have any 3rd party plugins you will have to make sure they support the new javascript modules or else they just won't work. I would check each 3rd party plugin and see if there are new versions you can update to.

  • You can achieve that with the built in Bullet behavior.

    1. Give the cross a negative acceleration when you first throw it out
    2. Compare it's speed every frame, if speed is equal to 0 (or less than some really low threshold) then:
      1. Turn the acceleration to positive
      2. Change the angle of motion in the opposite direction

    You'll have to tweak the speed and acceleration values to get the motion just right, but it'll work.

  • Hello,

    I just added 2 new ideas for much needed visual effects. Bloom and simple color grading. I feel like having these 2 effects would give a more professional look to all C3 games.

    construct3.ideas.aha.io/ideas/C3-I-1828

    construct3.ideas.aha.io/ideas/C3-I-1829

    Let me know what you think. Does C3 need these effects? Add some votes to those ideas if you like them.

  • Never mind I got it working. I had to update the ProUI plugin to the latest version.

  • My game works just fine when I run it from the editor. But when I export it in R251.2 and run it on localhost, I get an error and it won't run. Worker mode is off.

    The error is: Uncaught TypeError: Cannot read property of 'Plugins' of undefined

    When I turn worker mode on, I get a different but similar error.

    Does anyone know what it means?

  • I didn't notice any bug. But checking the debugger that 1 sound plays ~20 times at once. No sound is going to sound good 20 times at once.

    Part of it is the sound itself has a long tail, so lots of opportunity to overlap and cause phasing issues. You should probably just use a much shorter sound, like 0.2 seconds. But to kind of fix it I did 2 things, first I simply cut the last 1 second out and added a fade out. Second I used a high pass filter to cut out the bass frequencies below 200 hz (sometimes if a bunch of low bass builds up it muddies up the sound).

    Next I modified your events to limit the number of times a single sound file can play simultaneously. I did that using a dictionary. When a sound is played, I add it to the dictionary with the file name as the key and count the value up. When the sound ends I subtract 1 from that key. If the count of a specific sounds gets above a threshold then I just stop playing it until enough sounds end.

    It sounded a bit better after I did those 2 things. I hope that helps!

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Fib

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