calminthenight's Recent Forum Activity

  • The C3 3D features are all really new, in 6 months to a years time I'd wager that they are much more fleshed out and that 3D games in C3 will be pretty straightforward to make. It's a huge thing really considering there are no other engines that can do this without coding AFAIK. I doubt it will ever be a full 3D engine like Unity etc. but I think it will handle a lot of the stuff that indie devs use Unity for.

    It's already pretty crazy that I can set up the bones of a first person shooter or 3D racing game from scratch in 15 mins.

    Super excited to see where it goes.

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  • You can Shift select the comment with the events when you move them around and they will stay together. You can also add a comment in the actions section itself.

  • Put your set angle action in the event that the object is created and directly after the creation action. At the moment your logic is creating a new object at 0° for one tick and then the next tick it is getting set to the angle. If you put the set angle action in the same event as the creation, it will be created at that angle.

    Also change your create object position for the aim object to player.imagepointX(1), player.imagepointY(1).

  • Just dropping in to say cool project. You should post it on the my creations thread

  • Use is overlapping and distance to conditions so you first check that it is overlapping at all, then you compare the distance between the X or Y or both coordinates of both objects. If it is within a range you set (determined by the width of the sprite and hole) then have the fall action occur.

    You could also probably just do a distance calculation but depending on your game you might want to pick the specific hole with the overlapping condition.

  • Not having looked the file, I assume you would want to make a deadzone threshold that cuts off the movement behaviour.

    Store the tilt values at the end of each frame, compare the current tilt values with the previous frame tilt values and unless the difference is greater than a certain amount, don't update the rotation or store the new tilt values.

  • I love Construct 3!If I develop dialogue or inventory system I would love to avoid just copying and pasting the events or re-clicking them.

    Obviously doesn't apply to all things but I like to use modular functions that can do different things depending on what variables are passed to them. This means that when you have similar systems, you can use the function to handle them rather than duplicate near identical events. You can pass a string or any variable to the function to determine which set of events it should execute.

  • Nice. 3D 8 Ball games incoming.

  • Make sure you create a 2d layer and use that for the mouse reference. You can see in the events that it says Mouse.X("UI") which references a 2D layer called UI

  • This works nicely.

  • It is still using a 2D plane for mouse position so like in the example project you have to imagine the camera/player in a 2d top down sense.

    You could use something like:

    If mouse is moving* (Need to set up events to detect mouse movement)

    Sub Events

    if mouse.X < (viewportright-viewportwidth/2) set player angle to self.angle-1

    if mouse.X > (viewportright-viewportwidth/2) set player angle to self.angle+1

    EDIT: Better to do a distance from centre rather than is moving

  • The reason else works after pick events where nothing is picked is because if there are no objects that meet the pick conditions, the pick event does not actually run at all, thus triggering the else event.

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calminthenight

Member since 28 Jan, 2018

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