Foxmander's Recent Forum Activity

  • I am trying to achieve room generation like this, but not topdown

  • Hello.

    My target is to create 2D dungeon by using pre-made tilemap & sprite rooms.

    So one room connects to other, the game randomly chooses next room to create and creates it next to previous one.

    I have some ideas but actually want to hear other solutions to formulate a better one

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  • I have variable that defines player's height in my 3D game. With the step of the player, I wan't to make a "spring" effect, lowering player's height and returning it back in 0.25s.

    So my question is how do I make such a transition? Player's height in 48, how do I smoothly lower in to 46, and then smoothly increase it back to 48?

  • But what If I wan't to destroy some of trees?

  • Why do I need a level editor for a randomly generated world?

  • What about game updates? If I add any new content to my game and use previous save?

    I'm sorry if I don't understand this function well enough. The last time I used it was on Construct Classic, and there the game completely rolled back to the previous version, without innovations, old conditions, and so on.

  • Hello.

    The question may be very common, but I need help in my particular case.

    In my game there is a large location which has a lot of randomly created objects like trees, stones, and so on

    How can I store their positions and states as efficiently as possible so that I can load them later?

    Thanks!

  • Hello, thanks for reply!

    I've just implemented your method, and it worked! But it seems to be even more laggier than without any tweaking..

  • Unfortunately, I didn't handle it. Seems too complicated for me.

    I would be very glad if someone could help me and do this. Thanks a lot!

    .c3p's attached

    drive.google.com/file/d/1vteALHtVnmeg78QsvM7r32BkxfK1toaf/view

    Thanks again

  • Hello. What I am currently doing is playing with Advanced Random and 3DShape plugins. Of course I have tried to make some kind of Minecraft's terrain generation, and the result satisfies me.

    However, the lack of performance pushed me to the idea of ​​optimization. One of the ideas was to disable faces that collide with each other.

    So, what can I do to achieve this? Any ways to check "If 3DShape on %side%" or something? Thanks for advice!

  • Thanks! That actually worked.

  • Hello C3 users.

    I would like to know if you have encountered problems using 3DCamera's ForwardX/Y/Z expression? For some reason it does not work for me, even in built-in 3D platformer example.

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Foxmander

Member since 29 Jun, 2017

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