Ruskul's Recent Forum Activity

  • You have to use mouse position to calculate cavas to layer. The layer you select needs to be the one where you want the selection to take place on. If that layer has a different z level than what you are looking to click, if won't seem right.

    I'm going to jump in a project so I can share the details

  • So yes designing your own plugs is a bit convoluted, especially since behaviors that work with other behaviors... cough solid, are basically black boxes.

    Still so salty about that. Consequently had to make my own collision system in c2 to handle the things that Ashley just doesn't see the need for. At the time that included collision point angle and raycasting and collision filtering. And still I see warnings about how "efficient" and "complex" the platforming behavior or collision engine is and how you really shouldn't create your own because it won't be as good... >.>

    Making games in construct is pretty nice... but coding in construct sucks compared to other frameworks. If the solution in construct is to code almost everything you need, the reasons for using construct quickly go out the window.

  • They were public originally, but they decided to do this for C3.

    Its because people were editing the official plugs just to add a few nuts and bolts.

    That's not maintainable.

    I don't understand, do you mean they were simply editing them then releasing these as their own?? Some of those nuts and bolts aren't just "nice to have" though. In many cases they are so desperately needed that they literally make or break a game. In all fairness, construct is already terrible when it comes to scale and maintainability on larger projects anyway, that if I had a choice between a behavior that needs to be maintained, and a bunch of tack on events duplicating behaviors that should be in the behavior and I'll want in other projects (angle of collision point for example), thats just an obvious reason to bail developing in construct and once again moving to other engines/frameworks.

  • Many old behaviors and plugins remained mostly unchanged since Construct 2. You can install C2 and find their source code in \Exporters\html5 folder.

    Yeah, thanks for the suggestion, I already have alot of those ported over that I had changed originally!

  • They aren’t available. You can see the runtime portions of them with the browser console when previewing, but the edittime part is obfuscated with the rest of the editor.

    Shucks, thats super frustrating. Do we know why or is it just "the way things are"?

    If I can scoop the runtime, I wonder what is the point of not allowing users to download them? As it stands, many of the more "complex" behaviors were always lacking in key features (Box2d :( :( :(, pathfinding, platforming, etc...). I always bridged this gap by adding what I wanted...

    Adding on a few features and then copying those features to future updates to behaviors is also easier from a maintainability standpoint. Lacking any inheritance or ways of extending behaviors means this is always a mess, but rewriting a whole behavior just to add a few nuts and bolts...

  • Do you like math :D ? You can calculate the position using the angle of the camera...

    or there is already some inbuilt expressions for this:

    https://www.construct.net/en/make-games/manuals/construct-3/plugin-reference/3d-camera

    CanvasToLayerX(layer, x, y, layerZ)

    CanvasToLayerY(layer, x, y, layerZ)

    Transform a position in canvas co-ordinates to layer co-ordinates on a Z plane given by layerZ. This is similar to the system expressions of the same name, but working in 3D.

    LayerToCanvasX(layer, x, y, z)

    LayerToCanvasY(layer, x, y, z)

    Transform a position in 3D layer co-ordinates to 2D canvas co-ordinates. This is similar to the system expressions of the same name, but working in 3D.

  • You could export a tiled map and then export to construct.

    This looks super interesting! Json output and javascript API means one way or another you can def get this in construct 3. I'm going to have to dig in.

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  • -1 means that the tile is "empty" or "erased"

  • It would be good to be able to edit a pathfinding cell directly. You can ask conditionally about whether or not a cell is an obstacle, but you can't query the movement cost or edit it directly.

    Both of these things are important. as it stands, if you want to update the collision cells, you have to calculate them. This is overkill when you already know what cells you want changed. Likewise with editing movement path costs... you have to sometimes clear the whole map just to make a few changes and you also can't decrease a cells cost.

    Tagged:

  • Hi

    Super basic question... Where can I find the official plugins and behaviors in C3. I've been blundering around for like 20 minutes and can't find them. I thought you could download them online at the asset store but I don't see them there either.

    *Edit* Okay, I found them on Construct3 -> Addons & Extensions , but the download link on official files is broken or something and downloads an htm file which is basically a copy of the page you are on. Am I missing something here?

  • Can you clarify: are you looking for a pixel artist to create the needed tiles, or are the tiles complete and you just need an artist to decorate the level with existing assets?

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Ruskul

Member since 23 Nov, 2013

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