GeoffB's Recent Forum Activity

  • HTML is nice and all but it's simply not a desirable option. Here are some things you can't do with HTML-based UI:

    Render it behind non-HTML objects

    Z-ordering, Z-elevation, mesh distortion, paste to canvas, use as a 3D face object, or any sort of "world-space" UI

    Use native effects or blend modes

    Use Construct objects like sprites/9-slice/etc.

    See your results in the layout

    In addition, you'll have to use CSS to make anything look nice. CSS is super powerful if you're a web designer trying to flex your skills. It's a pain for everyone else on the planet.

    OP, this is the reality of Construct. Either learn html/css and cobble together a UI, or roll your own. I'd say that third-party plugins are kind of dead in the water right now (usable, but less reliable as time goes on), at least until someone picks up the torch. There is some progress happening in that department, from what I've seen in the community.

    Honestly, Construct does soooo much already that it's probably going to be quicker for building a game than Unity (depending on the game). I hate building UI but I do it every time, and get quicker every time, often pulling in functions and assets from other projects.

  • You’re getting the length of the actual string “t” instead of the contents of the variable t. Otherwise, your logic looks right.

  • I went through this same headache for a pinball game. Eventually I settled on toggling the ball’s physics on/off for rails. Movement on the rails was handled with timelines - I found that having precise control over beziers was actually pretty nice. Timeline speed is based on the ball’s entry velocity.

  • Anchor will take over positioning and make your life difficult. I suggest you rather anchor a helper object to the corner, and use events to position the joystick and its components to that helper on start of layout.

  • I haven’t used C2 for ages so I’m not sure of what addons are still supported, but Rex made a Mode7 effect that I remember working quite well. rexrainbow.github.io/C2RexDoc/c2rexpluginsACE/behavior_rex_mode7ground.html

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  • That post is from ages ago, and it's now much easier to do thanks to the 3D Shape object.

  • Do you have any code that handles these interactions? If so, you might not be picking the correct player, and it's always picking the first instance.

    Also, don't use their sprite animations for collision checking and movement. Use a holding object that doesn't change and parent the player sprite to that object.

  • Difficult to tell what's causing this without more info. If you aren't already, you should use a "holding" object to handle the player's movement and collisions. Just set it to be a single frame with whatever collision shape you want. Then parent the player sprite to that object.

    Basically the idea is that you shouldn't change animations on the object that handles movement.

    See this tutorial if you haven't already: construct.net/en/tutorials/platformer-game-2329/page-5

  • You can have massive layouts without too much trouble, so I wouldn't worry about there being a practical limit. Just make sure that there isn't tons of logic like collision detection or physics simulations happening all across the layout, or things might slow down. Also be sure that User Render Cells is enabled on your layers.

  • Difficult to assess without more info, but this could possibly be related: construct.net/en/forum/construct-3/general-discussion-7/heck-uncaught-in-promise-174957

  • Not sure how this plugin works, but there’s likely some sort of initialization that is being messed up by saving and loading. Maybe look into using local storage for the json data instead of save/load.

  • You can set layers to be either 2D or 3D. Then do the usual UI stuff with parallax set to 0,0.

    As for zooming, I’m not sure. You can move the camera closer to the object, but I don’t think there’s a way to change the 3D camera FOV at runtime.

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GeoffB

Member since 15 Jan, 2019

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